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(+2)

Thank you for the kind words and feedback!

I saw that at the moment level score is determined by time and hits taken. I wonder if public damage will sometimes be a factor too? I don't know what your intention is yet with overall lore etc. but maybe depending on whether you'll go down a different factions path, and whether the missions become something akin to contracts one takes, and money won in order to buy equipment, where a fight is held could determine whether you need to be more careful with the collateral damage or will actually earn more the more damage you cause.

I don't want to punish the player too hard for collateral damage since I find it fun to shoot through buildings, but there could definitely be a few missions where you're specifically instructed to keep below a certain threshold of collateral damage and not destroy some historical buildings.

I saw that you intended to make the railgun a late game weapon because it's very powerful, which makes sense. I quite liked the need for perfect accuracy the gun required, maybe a heavy sniper rifle could be cool, one which fires instantly but has a slower reload. Maybe more semi-automatics or single shot weapons.

That'd be a nice inbetween and way to balance another weapon like it, thanks for the suggestion.

I'm not sure what else you've got planned but maybe a bit more intel going in regarding units could help you make the equipment choice.

Noted. Maybe I'll put on the mission description a specific slot indicating whether or not there'll be things like enemy air support or heavy armor.

I wonder if it would be cool to have different forms of boost. Like one where if you double tap a direction you do a sort of small power slide or shunt. Maybe there could be a slot for different evasive modules/equipment (when that helicopter's coming for me I'm terrified - love it). 

A lot of people have asked for a boost that damages enemies by charging. I like the idea of a dash-boost that goes through buildings, it could be a lot of fun. I plan on eventually adding an APS module you can select which will defend the player from incoming missiles and tank rounds.

The smoke grenade is excellent, also the spread and visualisation of the trajectory is just superb. I used it a lot to get the jump on a bunch of static heavy units often. That turret that shoots them out the sky is a pain in the ass, I love it, it forces different approaches, well done!

Nice! Glad to hear another smoke grenade user is happy with them. Those CIWS / C-RAM turrets are there specifically to stop players from always being able to snipe tanks with grenades, haha.

I really liked this one moment where I was caught amongst some parked cars, and I had full health so I can only imagine that that little grunt had hit the cars which blow me sky high. Great stuff.  

Happened to me a few times as well!

Can't wait to see what you do, you've done excellent work so far. You're very talented.

You're too kind! Thank you.