Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+3)

Let's try this new update!

A few of your weapon requests made it in!

(+1)

Mission 7 ended with Metal Gear Solid vibes. I looked at all the new content and used it on pretty all mission. Great job. Only 2 things for me need to change :

- 120mm cannons seams to have too much ammo -> 80 to 90 is more realistic for the turret we have and ammos need to be scarce if overused. I spend only 75 shells on mission 2. This is basicaly the only weapon that can kill all the bugs without reloading if i use my secondary weapon.

- In the last mission, RC mine is not going to the right directions somethimes and grenades from me and ennemies goes over impenetrable walls.

Does all units can be unlock on the new Intel pannel right now ? New ennemies are tought that's cool !

Mission 7 ended with Metal Gear Solid vibes. I looked at all the new content and used it on pretty all mission. Great job. 

Nice job finishing all 7! MGS was an inspiration for sure, though also Ace Combat 3 with the underground sections.

- 120mm cannons seams to have too much ammo -> 80 to 90 is more realistic for the turret we have and ammos need to be scarce if overused. I spend only 75 shells on mission 2. This is basicaly the only weapon that can kill all the bugs without reloading if i use my secondary weapon.

Noted. In testing I tended to use a lot of ammo with it in the other levels, though admittedly I didn't play much of mission 2 with that weapon since I felt it was a bit slow for the fast pace. I may reduce the ammo count then.

- In the last mission, RC mine is not going to the right directions somethimes and grenades from me and ennemies goes over impenetrable walls.

Sorry about that! It has to do with the pathfinding, it struggles to find where to go with the completely enclosed walls versus on more open levels. I wanted to fix it but there just wasn't any time left. For now if you keep your cursor close to it and out of walls, it should follow it mostly correctly. 

Also I'm aware of the enemies sometimes clipping into the walls. It's kind of a tough thing to correct since they wander around the level even when the walls are deactivated. If I activate the walls off screen, even without them drawing it can take a large hit to FPS to have so many objects running, so I'll need to think of a new solution.

Does all units can be unlock on the new Intel pannel right now ? New ennemies are tought that's cool !

At the moment, only four units can be unlocked in the vehicle section. I wanted to do lots more including the helicopter and turrets, but again due to the deadline to meet the testing jam on itch there wasn't a lot I could draw. In the future there will be every enemy in the game as well as full color illustrations like the hangar in addition to the monochrome line drawings. It's sort of a proof of concept currently.