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(+1)

agree that its too difficult. Once the enemy charges and gets close to you, it’s all over.

I really like the walking animation with the SFX. Definitely feels like you’re in a giant mech.

The shooting felt off, and I think it’s because the bullets are too hard to see because of the post-processing. Since they deviate from the reticle and drop over distance, it’s difficult to know where I’m shooting since I can’t really see them.

Arena mech games always remind me of Custom Robo on the Gamecube and I think this game could benefit if you just straight up copy some of the gameplay mechanics from that game. The jumping and dashing, the pod weapons, and the close range charge attacks I think would translate perfectly to your game.

Hmmmm, I might try reducing the pixelation effect then, and maybe make the "hit" explosions bigger. Or I could just make the shooting raycast based, as the distances involved aren't too crazy.

I'll check out Custom Robo and see what I can learn.

Thank you for all the feedback though, it's super helpful ❤