Nice, looks very inspired by Shatterhand .. in fact, aren't those the exact same enemies?
The player character's from Shatterhand too in fact, it's the main character's "powered-up" form. I'm using these sprites as placeholders until I find/hire an artist, I'll probably start looking for one in a bit. The general look I'm going for is NES style, but slightly less restricted since I'm not following sprite limits and I'm assuming the cartridge has infinite space (so I can "cheat" and use some limited parallax effects/spam the screen with bullets/etc.) It'll play similarly to Shatterhand in that the character's main attack is melee, but you're also going to start off with a variety of different limited-ammo weapons as well (see the HUD). I don't know if I'm going to make the main character be able to cancel bullets by punching them like in Shatterhand, but probably not (there'll also probably be a lot more bullets).
DavidCaruso: is that a metroidvania with a continuous "room" transition? :D
It's actually a straight-up linear action game, but I want to make it play like one huge seamless action sequence without any interruptions or "cuts" between "levels". The idea I have, at least on the hardest difficulty which I'm initially designing this at, is that you get dropped off at the start with all the weapons/health/etc. you're ever going to have (and only one life), and from there it's just one long continuous descent into hell ... or something lol, we'll see.