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Gunjutsu makes the trickshot the sport instead of the highlight

5 min read

In a shooter, the shot ends the exchange. In a trickshot, the shot is the last frame of something you composed on purpose, and the twelve seconds before it are the part being judged.

The shot is the last frame, not the point

Gunjutsu describes itself in three borrowed sentences rather than a genre: FaZe Illcams: The Game, Skate 3 with Guns, and Tony Hawk’s Pro Trickshotter. All three are pointing at the same thing. The store pitch is more direct about it — score-chasing creativity in the shape of a skate game, aimed at Call of Duty trickshotting, with a global leaderboard at the end of it and an invitation that reads: if you have ever hit a 360, this was made for you.

The reason that combination is unusual is what it does to the trigger. In an ordinary shooter, firing is a resolution. You take position, you line the target up, you pull, and the exchange is settled — everything interesting happened before the shot and stops the instant it lands. Trickshotting inverts that. The shot is the closing frame of a performance you set up yourself: the jump, the spin, how late you bring the sights round, whether you look at all, and the exact moment you decide the shape is finished. The kill is punctuation. The sentence is what gets scored.

Which is why the Skate 3 half of the pitch matters more than the Call of Duty half. A skate game does not really have levels — it has a space, a set of surfaces, and a vocabulary of moves you are expected to combine in an order nobody wrote down. Point that at a shooter and the map stops being an arena with cover and spawn logic and starts being a park: things to launch off, angles that only exist for a fraction of a second, and a run you attempt forty times because you know the good version is in there somewhere.

The developers also put a name to the depth, and the name is honest about the shape of it. The “Trickshot Iceberg” says out loud that there is a surface layer anyone can reach in an evening and a great deal more underneath it, discovered rather than unlocked. Learn the basics, then go down. That is a promise about how long the game stays interesting, and it is the promise the whole design has to keep.

Why the iceberg is the hard part

Depth, Mastery, and Vanquish is the essay this game lives or dies by. Its argument is that the action games that last run on an easy surface with expressive depth sitting directly underneath it — the first hour has to be playable by someone who has never seen it, and the hundredth hour has to still be revealing things the tutorial never mentioned. An iceberg is exactly that claim with a picture attached. The risk is that the two halves come apart: a surface so shallow it feels like nothing, or depth reachable only through inputs the game never taught anyone to look for.

The Secret of Mario’s Jump (and other Versatile Verbs) explains where that depth has to come from. The point of the jump is not that it is one button; it is that the same verb produces wildly different outcomes depending on timing, speed and context, so the player keeps finding new things inside a move they already own. A trickshot game only has a handful of verbs — jump, spin, aim, fire — and it has no room to add more without becoming a different game. Everything the iceberg contains has to be an interaction between those four, discovered by players rather than authored as unlocks.

This Psychological Trick Makes Rewards Backfire is the one worth reading before the leaderboard ships. It argues that in games about creativity, expression and mastery, dangling a prize can flatten the play — people stop exploring and start doing whatever the scoreboard pays best. A global ranking on a game whose selling point is creativity is that exact tension. Score-chasing is the engine here, so the question is not whether to have a number, but whether the number rewards a shot nobody has done before or the one optimal loop everyone copies off the top ten by week two.

What you actually get

Gunjutsu is by The Trickshot Lab, self-published, listed as coming soon on Windows, filed under Action and Indie. It is single-player with full controller support, which fits a game where the whole activity is repeating a run until you own it rather than beating somebody else to it.

A studio named The Trickshot Lab making a trickshot game is a decent signal on its own. This is a genre that already exists — it just exists on YouTube and in private lobbies rather than in a store, held together by community convention instead of rules. Turning that into a product means deciding which conventions are the sport and which were only ever workarounds for a game that was never built for it.

If the appeal is style being the entire scoring system, Kick is the sibling on this list — a soccer game that throws out the pitch and makes the walk to school one long trick run, where keeping the thing alive and doing it with flair are the same skill.