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Hello. Thank you kindly for playing again and the feedback, I'll try to answer the best I can.

1. The laser in current version is incredibly powerful. Its damage is comparable to that of a tank killer. The firing preparation time is short, there is no spread, and it can penetrate buildings and tanks in an instant, hitting the second target behind the target that is unawared. Moreover, with a high ammunition capacity, I can finish a level in one go. I even don't need to use my right mouse button. I hope that this powerful weapon, without any weakening, can be seenin the official version.

I don't plan on reducing the power of the laser, I like that it's exceedingly powerful too. The only thing that I intend to nerf is its ability to tear down large, non free standing structures in underground missions, such as Mission 7 since that would allow the player to get outside of the level's bounds.

2. I realized that by shooting outside the city, I could almost completely avoid damage to buildings. If the main character managed to do this, with almost no collateral damage, what kind of comments would he receive?

The second mission is going to be redone with its level design to be more complete like the others. I really wanted to revamp it with this update, but I simply ran out of time while working on implementing the intel tab on the overworld's PDA. But honestly, I think it's going to be impossible to do little to no collateral damage on it since the sweeping hordes of worms will eventually start burrowing out of the center of the level and not just spawning from the corners. I don't think the collateral damage count should be taken too seriously, since I purposefully want to just ruin and destroy the garden as a joke with eventually a cutscene showing all the carnage caused. But it is an interesting idea to have missions with different outcomes depending on the amount of damage caused, I'll definitely consider how I can implement that in other stages.

3. Connecting 1 and 2, can this scientist be a scientist researching energy supply for the colony?It is like a giant array that collects and focuses sunlight, with powerful lasers incorporated within. After the event breaks out, he temporarily uses his energy technology to manufacture laser weapons. The experimental laser weapon can even be more powerful than the final version because it is based on the huge scale of city power generation technology, so it is too heavy and has poor sustainability for the main character's vehicle, and it is successfully miniaturized through subsequent modifications.

In the universe of the game, laser weapons have developed and matured to the point that they're already being equipped on certain armored vehicles, much like with railguns today. The player's crawler tank actually has a small nuclear reactor/battery which it uses to generate the power for it. I could still see it being a prototype that you purchase from someone, but I'm not sure if that will be where you get it. Maybe you'll obtain it from a boss that you kill...

4. I want cute female characters. Look at the desert on the map, I need the comfort of water.

Haha, don't worry. There will be cute female characters, although they won't make up the entire cast. I want something similar to the tone of the Mobile Police Patlabor movies and OVA.

5. Is it necessary for single-player games to balance different weapons? Are you planning to do online battles?

Online battles would be fun, but they'd be mixed up quite a bit I think. You might not even have all the weapons in the game, and instead play as a tank or enemy mech. But at the moment, an online mode is not a priority, just getting the singleplayer game down how I want is a gigantic challenge...

6. Does the main character drive a medium-sized vehicle or a heavy one? Can he directly be immune to small-caliber weapon attacks from a certain distance? Or is 10/10 armor just a simulation for heavy armor?

That's an interesting concept. I might have different armor parts, some with regenerating health, some with a different amount of layers, and some that reduce damage depending on distance or random chance. At the moment the 10/10 armor is just basic health, nothing special really.

7. What kind of combat mode do you expect? Considering that the main character is fighting against dozens of opponents in each battle, his single-unit quality must be much stronger than the opponent. Either it is a performance advantage or a system boost. In reality, regular armies can suppress second-rate troops with information superiority. I also rely on human reaction being faster than the AI, God's vision, and 10 armor to win. But probably many players are just here to experience the thrill of weaving through a sea of bullets, and this aspect must be thrilling as well.

Honestly, I think right now it's close to how I want it to be in terms of movement and dodging enemy fire, but I do think it needs some refinement with how enemies behave and attack. One of the things I try to stress when working on the general combat is that the player should be able to avoid any damage as long as they keep moving and are paying attention; all of the attacks and bullets should be dodgeable, and it's up to the player to actually think about how they'll approach targets in combat. Charging directly at the enemy with zero care isn't really going to do it, you need to think and watch where they're facing before attacking, lest you want to get torn apart by direct fire. Well, at least for vehicular combat that is; missions like the second one are more about endurance and spraying apart hordes in a more care-free manner.

8. Regarding 7, in the first level, no matter where I am in the city, the enemy keeps rushing towards me continuously, as if there is a reconnaissance aircraft reporting my position to them. But in the seventh level, I was clearly attacking a sealed military base, most of the enemies couldn't see me through a pillar, and there were no sensors inside the base? Was the attack not triggering an alarm? Why did most of the enemies seem to be sleeping in place and suddenly wake up when I approached? Usually, the standard for a single-unit penetration into the base is not a wandering patrol team and enemy forces trying to surround me from all directions? Why do the enemies in the first and seventh levels have such a big difference in target detection and battle AI?

That's interesting. Basically, in the first mission I simply spawn 3-4 waves with the each of the enemies set to search and destroy. They don't have any info where the player is, they just wander around and check random coordinates on the city's map. You'll note in other missions enemies are just on guard and hold their position; unless something sets them off like an explosion or building collapse, they'll just continue to wait where they are. On the seventh mission, when you retrieve the package and the alarm goes off I do the same thing I did on Mission 1 and simply spawn four waves of enemies randomly set to check around for coordinates.

Now I will note, Mission 7 is a lot different in set up since it uses the underground objects instead of buildings. These wall objects despawn when far enough out of the view, and if the enemies are suddenly seeing you behind walls when you get close, that may be due to the view being far enough that the walls despawned and allowed them see you. However, I specifically programmed it to increase the deactivation distance underground to prevent this, so this shouldn't really be happening. I'll try to figure out a better way to do it, sorry about that.

9.I once imagined such an animation: after selecting the mission, it would continuously zoom in from the satellite view of the main map until it could show the protagonist's vehicle, just like when you switch to the 'watching the clouds' view in GTA.

That's fun. There will be animations for deployment and mission end, I think it'll add a lot.

10.You now have a variety of weapons at your disposal: gunpowder weapons, railguns, laser cannons, all these are typical sci-fi equipment. Only one more is missing - a plasma/electrolyte cannon.I wonder do you think the variety of weapons is enough for offical version。Don't misunderstand. I'm not opposing anything. I have no idea about the answer to this question, that's why I'm asking.

A plasma weapon is planned, I just need to think about how it'll behave differently from the rest of them. I think in total the game will have maybe 15-20 primary weapons; it's hard to keep all of them balanced and interesting though.

Could you also explain what situation the eighth main weapon is used for? Are there such weapons that primarily use projectile firing in reality? You're not referring to the 155 high-explosive shell, are you? Does the preheating of the transfer gun conform to engineering practice? Was it just added to balance things out? I think his extremely high ammunition consumption has become a significant weakness.

It's basically a tank cannon that's rapid fire. I don't think it's the best weapon by any means, but it'll basically be a mid-tier one you can buy from one of the arms dealers in the game before you unlock super powerful weapons like the laser or railgun. Keep in mind not all weapons will be unlocked when you start the game, you'll have to actually buy each of them and the parts as things progress. I agree the ammo count is consumed pretty quickly, maybe I'll increase it.

11.Should we change the smoke grenade launcher to a separate button and make it not occupy the same slot as other weapons? You know that in reality, this thing actually doesn't compete with the weapon system. Whether you carry any weapons or not, it doesn't matter. Just bring some smoke bombs for your own protection. However, this means there are five key positions that need to be operated: main weapon, secondary weapon, close combat, grenade, and smoke grenade. This can be a bit cumbersome.

I know that in real life armored vehicles have smoke grenade launchers, but I think for the game purposes it should just take up a slot that regular grenades would use. And I agree it would become very cumbersome with yet another key to press.

12.Add a map and instructions in the seventh level. 

Eventually. Technically there are already instructions on the intel display on the overworld map, but I know it can be a bit cryptic.

Give me a laser pointer, please. It will help with aiming. Like an aerial fleet.

There is one implemented already, you can turn it on in the settings:

13.When it comes to turrets, I think of "Galaxy on fire 2". There are several aspects in it that are worth learning from. First, there are self-defense turrets (with automatic aiming and firing). Maybe you could design a laser active defense system to intercept physical ammunition approaching the player (leaving the interception of long-range ammunition to the player's main gun). Second, I noticed that some other players commented that the initiative/aggressiveness of the mines was too poor. Then you could prepare deployable turrets. When anticipating a major battle, or at important road intersections, or even when encountering a boss, players can directly deploy multiple turrets, and the firepower will increase exponentially within a short period of time.Also expand the alert area,you can release the turret to guard one side,than focous on shooting to the other side without fear of being hit from back.

There will be automatic gun turrets you can drop eventually, I think that'd be pretty useful. They might take either the grenade slot or the secondary weapon slot, I'm not too sure yet.

Thank you again!

You mentioned the "the player should be able to avoid any damage as long as they keep moving and are paying attention" goal. In my gaming experience, the most effective attack from the enemies against me was like this. I was fully focused on the enemy on one side, preparing to fire from a distance first. At that moment, my vehicle was very close to the other side on the screen. Then, a small vehicle rushed out from the edge of the screen on the other side. Due to the close distance, it instantly approached and hit me.

I originally thought there was no need to mention this because according to what you said, "keep moving and are paying attention" could handle this situation. The reason I was hit was that I ignored the incoming warning from the other side and also because I tried to stay in place and fire. However, looking back, I was hit by this kind of attack too many times. Even from a statistical perspective, it was necessary for me to specifically mention this.

The other situation was the crazy attack of the enemies in the sixth level. A large group of enemies, including helicopters, forced me to retreat. Then, a small group of enemies surrounded me from behind.