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(3 edits)

Mech combat wise, good foundation. Feels like an interesting twist on AC6, and the controls are nice and responsive. Melee is bigger than there for sure. Melee is for big damage and stagger building, but runs on an ammo system. Builds back up slowly on it's own, goes up faster if you deal damage using ranged, works even better if you can bait the enemy into melee so you can parry to build up their stagger at the same time, which has a nice-ish rhythm to it. Still the idea of directly having it be about weaving between melee and ranged is neat. Parries are a little too easy rn, and ranged deals a little too little damage imo, making it skew a little hard towards melee engagement though. I like the idea of choosing between targeting limbs or going straight for the kill! Assault boost equivalent feels insufficiently faster than normal movement right now considering the heat cost. When blocking, dodging, and melee all build heat, it's hard to justify during combat considering how crippling an overheat is. One thing I like is that AC6 style repair kits exist, but they repair ablative armor only, and do not fix internal damage that happens if something has stripped that ablative armor. Allows for a bit more incentive to pay closer attention to maintenance. Enemies unfortunately also seem tohave armor in a way that feels bad because you can only see their real health and not their armor, meaning you don't see the damage you do for a while, so it feels pretty bad while you're whittling them down. 

Do wish we got some mech customization and the allies to play with to crank it up a bit.

 Presentation wise, it's still obviously a touch rough, but I absolutely love the decision to go full ace combat with introducing the enemy ace during the demo mission, right down to the touch of Zero style spanish guitar. The bright colors and shading are lovely. Voice acting feels rough and placeholder-y. 

Unfortunately my first attempt to play crashed my entire computer due to an error involving the resolution, but spamming alt+enter on startup seems to prevent it.

 Real potential here IMO, looking forward to watching it progress!

Hi, thanks so much for detailed feedback, I will address things one by one.

Melee is still being tuned. ammo count for weapons, ammo recovery rate, hard canceling attacks with other actions, damage, these things. I agree ranged is not tuned exactly well but the shield gun with lance weapon is overtuned for damage, current Combat 3 rework address some of this .

Parries were made easy on purpose because I had friends who play test unable to land with old timing haha, the current rework is 100MS, parry window this demo has 500MS window which is too high but we wanted to make it so people could parry, especially publisher haha. Parry function needs a bit of update, we are going to work on that.

Afterburner can be increased, faster is much cooler :)

HEAT cost is adjusted, I increase HEAT baseline by 60% in Combat 3 rework.

UI getting total rework in new demo for you guys, will make the armor and HP stat much better to understand


There is customization, but we were dumb and made it so it can only unlock after defeating Boss, I wish I didn't do this but it is what it is. Companions and companion command system is implemented in current build, can't wait to give access to other to try

Voice acting is rough, it was me doing impressions of Metal Gear characters haha and changing the pitch on some

Resolution bug is known, we are going to fix it for next build, apologies for this.

Please follow on Discord and Twitter for more news and dev updates:). We take a lot of community suggestions and questions there!