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-crate platforming doesn’t work well due to slidey movement. it took me a good few minutes just to get out of the first room (having that nasty drone just out of range didn’t help!)

That first spot is more annoying than it needs to be on account of those rails getting in the way overhead. It’s the most obvious way to get up so I do want it to be a bit easier. As for the movement though I see a lot of complaints about this but in other games as well (Hedon in particular) but I must be way more used to it as the acceleration and deceleration make a lot of sense to me.

-killing mech has a high chance of crashing the game (especially the one that spawns by itself in the courtyard after the cyan card got collected)

This is the first I’ve heard of this, that’s very concerning. Could you get me a clip of this? I don’t have any scripted spawns apart from monster closets so if he’s not always there when you go out onto the loading dock then that’s a second bug because he’s supposed to always be there on Normal and harder, though he is supposed to be up on the top of the building so he might just have fallen down. I changed the tolerances on their cornering but it’s made them much more clumsy so I’m going to undo that.

-level design felt a bit directionless: feels like you are expected to do random jumps/platforms to continue (again, returning from cyan card - either make a jump to return to the previous room, or get to that section on the left side obscured by boxes to continue)

I got really excited about platforming when putting this together and I definitely wanted people to have to jump and climb around to progress. That said the exit to the canal with the cyan door is not very obvious at all. I’m going to remove a bunch of the containers from that end of the warehouse so it’s clearer that you’re supposed to go that way

-splash damage on plasma from the mechs is huge! that kills me more than the projectiles impacting me

So is yours! It’s the same exact projectile type except that theirs do a bit less damage and travel slower (except on Extra Hard, then they match the speed of your own)

-unrelenting mech attack pattern. they remind me of serious sam 1 bio-mechanoid enemies- however those guys has a solid 1 second windup time. these big mechs start blasting asap, making them too difficult to engage fairly. i just end up cheesing them where their head sticks out behind cover, so i can shoot without being shot back

1 second I can do, 2 seconds on Super Easy, but I’m leaving it as zero on Extra Hard. A bit like Nightmare I intend for that difficulty to be downright unfair. I’m hesitant to nerf them any further as I’m very happy with how tough they are to fight one-on-one.

-drones are kinda meh. they don’t feel very fun to engage. a lot of them are also placed far away but in your field of view, making the optimal strategy to just snipe them with the SMG

Yeah I’m not really happy with them. They also don’t have any pathfinding so they’re very stupid. And on top of that they’re very hard to see in the dark, I added some little DRLs on the rotor housings but they’re too subtle. I want a flying enemy but I’m not really sure where to go with them. Often I put them in far away places so they don’t spot you early, but it’s tough because they don’t really have any logic for changing their altitude.