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Even with the limited amount of content in already, really enjoyed this one, think the gameplay concepts have legs (perhaps unsurprising given I'm a big fan of both Brigador and Door Kickers). Pulling off a flank down a sidestreet while one tank pinned the enemy frontally so I could have another roll out, ammo rack him then duck back into cover, and a chaotic battle inside the factory complex in the 2nd to last mission felt excellent.

Really the only critique I could level is wrt to the character design of the tank commander. Now given how early days it is I've no idea how placeholder the art is, and not to say that the anime girl tank commander angle is one I'm opposed to in the broad sense, but the game has a such a pleasantly grungy aesthetic with the tanks and battle maps and a similar tone in the briefings writing that Aspera's design stands out somewhat jarringly for being dressed and just looking contrary to that style, and to her description. I don't look at that design and think 'yeah she could command anything at all with an iron fist'- Some more grime (oil smears, a bandage or bruise, the signs of the hard work and hard knocks that accrue just by operating multi-tonne warmachines in the field), a harder look (The description makes me picture someone a bit more in the vein of Balalaika from Black Lagoon tbh), a more fitting style of dress (get that jacket up over the shoulders, some webbing or other field equipment on her body, or put her in coveralls or a uniform proper) and perhaps a different style to the art (though I know that's a potentially very big ask) would go a very long way I think to unifying the vision of the world presented and the characters in it. 

Brigador's actually a great example of this: To be a Brigador, and betray everything one has ever known for a paycheck (or in the case of Spacers, travel to distant worlds to screw them over for said paycheck) is ugly work, and so the Brigadors available to play as are mostly ugly people, and even the conventionally attractive ones look a bit grimy, a bit run down just like the world the game presents them in. Not to say that the characters in this should be the same I should clarify, just pointing out how matching a game's story/context and its character designs can elevate the result.

All that said, the fact I only have one thing to needle at and it's a single character portrait indicates more about how little is actually wrong here, and how much is obviously right. I'm eagerly looking forward to seeing this project develop, dig the concept, the core gameplay is on really solid footing and the tactical layer aesthetic is strong. 

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Thanks for playing and taking the time to write up your thoughts! I'm happy you enjoyed the gameplay and missions so far.

As for the character designs, I agree with your points on making them more grounded in the world, which I'll implement when I revisit character designs, although I don't plan on changing the art style.