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Hi! Nice attempt. I think there is a working idea here, but there is a lot to be desired. 

There were some problems with my play through - first of all, the build phase should have a longer time - at least for the first round or should end when the player decides to end it. A little walk through would have benefited greatly - but I know in the limited amount of time, that can be hard to implement.

 I didn't know what exactly I was doing, and the defend phase started. The ant got to my crystal after I started spawning mechs and they were not able to defend from that distance.. perhaps giving the player the ability to defend - like a gun or something would be nice, or making mech build spots closer to the crystal would work. 

I found the artwork to be inconsistent and, yeah, it's clear that you were using asset packs. That's not a bad thing, but the goal, imo, when using texture packs is to make sure that the artwork blends together -whether that requires editing or whatever. The mech design art quality clearly differed from the asset pack - and that was off putting for me.

Also, the resolution was too small - it looks like you kept it at the 640x360 resolution, and full screen did not work correctly.

Anyways, it would be cool to see this idea expanded upon and polished more.

Good luck!

Hi! Thanks for checking out the game. All the stuff you mentioned are because we ran out of time ^^'


Tutorial:

I planned to implement a UI screen showcasing the mechs abilities and stats but it got scrapped when we did not have time. I balanced build phase timer to make the game challenging. The game was supposed to be played more than once to finish it. It kind of went into that direction at the end of development.


Player:

We made an early decision to focus mechs will do the damage and we stuck with it throughout the development. You can see the hammer icon where you can place mechs and it shows cost of each mech. The mechs on crystal are for only mining and don't attack.


Art:

We have used asset pack for Player character that might be why its clashing. We could not finish the player in time and we found a asset pack that does similar animations to what we wanted the player to do.


Resolution:

Yes the resolution is set to be 640x360 since its the optimal resolution for pixel art games and The game will scale properly to 1280x720, 1920x1080, etc 16:9 resolutions. I don't know what resolution if your monitor is, I recommend giving it a try with 16:9 resolutions.

Hi about resolution. I found out that Godot full screen does not actually use the whole resolution. It needs to go into exclusive fullscreen mode to use the integer scaling properly. I made that change to the downloadable windows build. Thanks for pointing it out.