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I thoroughly enjoyed the game and am looking forward to the full project.

I like the enemy variety both biological and mechanical. I also particularly enjoy that you included a collateral damage aspect that accounts for your precision or lack thereof. I think the various damage types that you deal and receive are also neat- Tank feel punishing if you don't stay mobile.


I thoughts regarding potential armaments:

Primary Weapon:

A Main Battle Tank type gun: 120-125mm Munitions with Low to Medium Sized Magazine Capacity. Fire Rate: Medium to Slow. Damage: Medium to High. Knock Back Low to Medium. Penetration: High

A Direct Energy Weapon/"Beam": Battery-Based; could be tied to an overheat mechanic. Maybe Three-Four Batteries in Magazine. Fire Rate High/"Continuous". Damage: Low to Medium. Knockback: Medium: Penetration: Very High.

Secondary Weapon:

A Multiple Missile Launch option: This option has the missiles follow an arched ballistic trajectory, similar to the grenades- as another way to go over buildings instead of through or around them. There can be a High Explosive Unitary Warhead option or a Cluster Munition option. 

I have seen some other suggest Mortars; I think Mortars or Artillery (Cannon-based) are good options as well. Taking the same concept as mentioned in the Multiple Missile Launch Option- Think Mortars and Artillery can be implemented in the same way. The difference being Mortars have less range, more fragmentation/damage to soft targets vs Artillery having greater range and some damage on armored targets. 

An Anti-Air Option: A dedicated guided surface to air missile might be interesting based on potential future missions or play styles

Grenades:

A Thermobaric Option: Explosive  with High Knockback, less damage than standard HE against armored targets but very effective against soft and light armored targets.

Scatterable Mines: A grenade that scatters mines similar to the smoke grenade currently functions 

An EMP Option: Mechanically functions as a "stun" grenade but allows for better positioning for less collateral damage

Fun Option- Something similar to the M58 mine-clearing line charge (MICLIC).  

Thank you for playing! I'm glad you liked the enemy variety.

A Main Battle Tank type gun: 120-125mm Munitions with Low to Medium Sized Magazine Capacity. Fire Rate: Medium to Slow. Damage: Medium to High. Knock Back Low to Medium. Penetration: High

This has been requested before, it would definitely be a nice mid-range weapon.

A Direct Energy Weapon/"Beam": Battery-Based; could be tied to an overheat mechanic. Maybe Three-Four Batteries in Magazine. Fire Rate High/"Continuous". Damage: Low to Medium. Knockback: Medium: Penetration: Very High

I've actually experimented with a beam weapon system, but it didn't feel very fun to use. I'll try making one again at some point.

A Multiple Missile Launch option: This option has the missiles follow an arched ballistic trajectory, similar to the grenades- as another way to go over buildings instead of through or around them. There can be a High Explosive Unitary Warhead option or a Cluster Munition option. 

This would be pretty fun and visually striking, it's on the to-do-list.

Scatterable Mines: A grenade that scatters mines similar to the smoke grenade currently functions 

Cool concept! Could be useful.

Fun Option- Something similar to the M58 mine-clearing line charge (MICLIC). 

This one would also be a ton of fun, but I'd need to figure out how to do verlet physics to make it look good. It would be pretty overpowered like the railgun, but too much fun not to include

Thanks for the response! I appreciate you taking the time to consider my thoughts and everyone else's. I have full faith the final game will be great!