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(+1)

I really liked this. It's quite a challenging game, but I like a good challenge.

The variety of enemy mechs is great, their AI is quite simple, but thanks to the different ways they behave it helps to keep you on your toes. Also love the designs, it's easy to distinguish between each different type of enemy.

As others have said, the vertical aiming feels quite awkward due to it not being tracked by the camera, and it was hard to tell if I was being hit or not as your health is only shown by a small UI piece of text that's up in the corner. Would be nice to either have some hit effects or just a nice big easily visible health bar.

Also, I really didn't like the slot machine mechanic. Most of the effects are so minor that you barely notice a difference, the exception being the reverse inputs effect, which is basically a run-ender, as it goes on for sooooooooo long. In the end, I just stopped using the mechanic, as the negatives far outweighed the positives.

Oh, and last thing, the movement is great, I love the dash. Only thing I would add is a jump, as there were a few times that I got stuck trying to move over geometry.

Overall though, this was great, Well done!

(+1)

Thanks for the game and the nice feedback!

I’ve slightly adjusted vertical aiming. Now the camera looks at the point where the player is aiming, there’s a beam showing the shooting direction, and both the crosshair and hit marker have been increased in size.

I’ve also made a few more changes in this small new update, including reducing the duration of the inverted controls effect.

During the jam, we only managed to implement a small number of effects, but I originally planned for them to be more impactful and affect the mechanics rather than just tweak numerical stats. These effects are still placeholders for now.

Going forward, we’ll release updates a bit less frequently but with more meaningful content.

Right now, I’m focusing on fixing critically important aspects of the game, including issues with the AI of enemies that shoot in an arc.

On my TODO list, I also have adding a jump and adding hit indication. They were planned, but there simply wasn’t enough time for them :(