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Thanks for checking it out and the feedback!

the 30mm cannon and railgun are too powerful compared to the rest of the weapons. The railgun also has 60 rounds in its ammo, which is more than enough for ALL the enemies on the map.

These weapons are going to be available quite late game, the railgun perhaps post-game since being able to use it for every mission would no doubt make all the others obsolete.

The rockets explode too easily on trees, bushes and other small things that they should ignore.

Noted.

Smoke grenades turn off the enemy's brain. They don't even try to break through the curtain to get a view of you, or move behind cover, they usually just stand there.

That's fair. The longer you stay in the smoke clouds the faster they'll actually dissipate, but it might be too slow at the moment. I'll see if I can have the enemies respond faster and move-in instead of pause all movement too.

On the settlement mission there are practically no weapon options except the railgun and 30mm to kill the command post before calling for reinforcements. You need to either improve the other guns and missiles, or worsen the 30mm and railgun. (I'm more for the first option, and remove the railgun's ammunition to at least 20-30 rounds.)

You should be able to do it with the smartgun and the flamethrower if you focus your fire directly on them at a close range. I've since lowered the health on them and lengthened the time it takes for them to send out a call though, so it'll be a bit easier in the next update.

Also from the suggestions: Add armor-piercing top attack missiles with 12 pieces of ammunition and the ability to kill tanks with one shot. You can also add incendiary guided missiles, about the same as grenades.

Both of these are on the to-do list.

Incendiary grenades are too strong compared to high-explosive ones, I suggest either reducing their quantity or increasing their fire damage, but removing the damage and effect of the explosion, making them just grenades with phosphorus or something similar.

That's a good idea. I'll maybe change the explosion for a small one like the rockets instead of a large/regular sized one.

Also helicopters are too durable (more durable than tanks (WHY?))

I figured they should be a lot more durable since the player can hit them from anywhere as long as their reticule is directly over them. When you're focusing your fire on one it only takes about a second or two to shoot down.

I propose adding a lighter version with 6 HP to the armor, which would increase maneuverability and speed, and have an active defense system, shooting down incoming missiles.

I'm working on some flying drone enemies at the moment which will be quite similar to that.

Thanks again for the feedback! I really appreciate it.

(1 edit) (+1)

Correction regarding the missiles: they explode on cars, fountains, etc., which in theory should be lower than our three-story "barn".

I also forgot to add that against the background of explosion craters and debris, small gray enemies are hard to see (it's hard to tell where they are on the minimap and there's no time to look at them in battle), so it would be nice to either change the color of their hull or give the detection system the ability to mark enemies not only in the sight.

Regarding the smoke screen, I usually don't even stand in it, I use it as a quick shelter that can be placed anywhere, and I mainly use it in the offensive (radars can see through the smoke anyway), but for example, the same hovercraft, whose main advantage is the speed with which they move and maneuver, simply stop when they can no longer see you because of the smoke.It shouldn't be like that, we're all like that, I didn't just run away from them and disappear from the line of sight, I released smoke and continue to fire. The opponents should be allowed to continue moving along the player's last known location, or even distribute search zones around the smoke among themselves (maybe that's too complicated?).

By the way, I would also like to see a direct connection between some enemy units, then it would be possible to implement drones or other vehicles, for example, connected to tanks, which would allow tanks to fire through a smoke screen, thanks to the fact that they have a view of the player.

Thanks for the game, I've already spent...many hours in it, definitely more than I should have and I noticed Morse code in the game's music. If I translated it correctly, it says "MARS" three times.

Correction regarding the missiles: they explode on cars, fountains, etc., which in theory should be lower than our three-story "barn".

It's intentional. They actually will fly over cars at a very close range to lessen the chances of the player damaging themselves, but I still think it would feel far stranger if the missiles ignored cars entirely. Perhaps I'll have a "precision" munition that flies over them and obstacles like trees though, it might work as a whole new weapon.

I also forgot to add that against the background of explosion craters and debris, small gray enemies are hard to see (it's hard to tell where they are on the minimap and there's no time to look at them in battle), so it would be nice to either change the color of their hull or give the detection system the ability to mark enemies not only in the sight.

I intend to solve this problem by varying the terrain a lot more and changing the setting of a lot of the levels. For now, the five missions are pretty much placeholder/test areas, and once I start work on finalizing assets and areas hopefully things will be a lot more readable. I think the level art in general could use a few improvements; I want things to feel more atmospheric generally.

Regarding the smoke screen, I usually don't even stand in it, I use it as a quick shelter that can be placed anywhere, and I mainly use it in the offensive (radars can see through the smoke anyway), but for example, the same hovercraft, whose main advantage is the speed with which they move and maneuver, simply stop when they can no longer see you because of the smoke.It shouldn't be like that, we're all like that, I didn't just run away from them and disappear from the line of sight, I released smoke and continue to fire. The opponents should be allowed to continue moving along the player's last known location, or even distribute search zones around the smoke among themselves (maybe that's too complicated?).

I agree, the hovercrafts should push through the smoke. Right now the way smoke works is the object is basically parented to the same one as the buildings which enemies treat as an obstacle. When they get stuck in them they basically have no visual and are supposed to choose to either reverse out if their rear is clear, or just wait until the smoke dissipates. It's pretty cheap honestly, and I'm going to see if I can improve it. Maybe I'll have them pause only for a second or two and always charge forward, or in the case of hovercraft ignore them entirely.

Thanks for the game, I've already spent...many hours in it, definitely more than I should have 

I'm glad to hear it's provided so much entertainment. I've spent countless hours playing it myself, though I'm forced to since I'm the developer haha.

I noticed Morse code in the game's music. If I translated it correctly, it says "MARS" three times.

Good ear! You're the first person to notice that actually. It indeed spells out Mars.

As for the missile, I don't know, if I understood the scale correctly, then our launch pads are much higher than the level where civilian transport is, so why do the missiles go down to their level? Isn't it logical to just aim directly at the target? Isn't it logical to just aim directly at the target? In that case, the possibility of hitting a random vehicle only has a chance when you intentionally shoot at such a vehicle or an enemy that is behind the vehicle and low enough to hide the hull (MRAP, APC, or something similar).


And in fact, this is a banal convenience for the player, I personally do not see any point in these missiles at all, it is easier to take unguided missiles and cover an area with an enemy than to shoot missiles one by one, which it is not yet clear whether they will hit or explode on a micro-car, which you do not have time to pay attention to in battle.