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(+3)

Holy hell, for something that is just a demo build with not yet much in it, holy hell this is good.

Weapons feels punchy and on point, though some of them feel a bit unbalanced (though I wouldn't expect them to be yet). The mobility feels nice and intuitive, the interaction with the environment are just excellent, I can't express how impressed I am with all the tiny details of the environment and how the Mecha reacts to them. The way the point defense works against your own grenades is awesome. I wonder how much customisation options will be available later but it definitely feels nice. The menus ooze of style, the trail that is swept away by "wind" on the globe is a very nice touch

Do you have plans to add several bodies?

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

It was already pointed out but I will put it out there the minor negative points that I encountered: 

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

- The AI sometimes can get stuck with their pathing

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

Some ideas: 

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

All the best!

(+3)

Thank you for playing and giving feedback!

Do you have plans to add several bodies?

This is something I've been torn on, but most likely will end up adding as well as different turret pieces for armor. Ideally I'd like something sort of similar to the game Luftrausers where each part is completely unique and changes the gameplay, but it's a lot harder in this case since the game is top down. 

I am wondering what might be the choice of music because I am unsure what soundscape would fit the most, an Armored Core, Zone Of The Enders, Hawken, or Ghost In The Shell PS1 Tachikoma game soundtracks, feels like it's too dark and gritty and with the colour palette it almost would fit more an Ace Combat style soundtrack.

I've put together a few tracks inspired by soundtracks made by the great Kenji Kawai for GITS and Patlabor, but they're more fitting for cutscenes rather than the intense combat in-game. I think something similar to Ace Combat 3's music might work depending on the mission. I'll need to experiment a bit more.

- The full screen option and windowed options are a little bit bugged and the game transitions to full screen even when windowed

Sorry about that.  Options have been completely overhauled and the next build will have that fixed.

- The AI sometimes can get stuck with their pathing

This is sadly a very difficult problem to solve while keeping the game optimized, plus the sort of unorthodox way the levels are laid out. If things were in grids it'd be far easier to just have them generate a path to follow, but with all the strange placements of buildings objects they basically try to brute-force their way through them to get to their end coordinates. I've improved them somewhat using a breadcrumb system for chasing the player that I'll show off in the next devlog, but their regular pathfinding problem still needs to be fixed somehow...

- Aiming at aerial units sometimes feels more like a guesswork, it works but I feel it weird sometimes, but maybe that's just me.

I realize it's not clear without a tutorial, but if you keep your reticule directly over them your bullets will fly "upward" over buildings to hit them.

- This point is Uber Nitpicky: if the world map was actually a globe to go around this would be absolutely FIRE

That'd be awesome, but very difficult to do in my engine sadly. I might look into shaders to see if I can maybe at least add a tilt or warping effect around the screen edges to make things feel more 3D.

- Weather factors that do not allow to use certain type of weapons equipment during missions, which can be a restriction

Good idea!

- You have civilian casualties but most of the weapons do not allow for surgical strikes, maybe it would be cool to have additional challenges that focus on limiting casualties with specific weapons that would have a very limited range?

I don't want to punish the player too hard for collateral damage, but I could see a few missions where you're actively told to avoid blowing up certain targets.

Honestly, overall, phenomenal work I am really pumped to see how this is going to turn out!

Thank you so much!