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(+3)

Thanks for playing and the feedback! The stacked munitions launcher is definitely quite OP at the moment, I'll likely lower the damage or fire rate  a bit since it's way too easy to take out enemies from afar with it; it's basically like wall hacking. Enemy artillery units are also planned, I'm already working on a system for certain enemies to call in air strikes when they see the player.

I appreciate your ideas for the powerplant system. It's an interesting way of implementing it though I think it might be a bit difficult to balance the changes to speed due to how fast the enemy's bullets are currently set up so you can dodge incoming fire. I do think different armor types will make it in with basic effects like health regeneration, and a random chance for bullets to ricochet without counting as a hit. If you check out my latest progress report you'll see I've been working on an APS system for the player to stop incoming missiles and mortar rounds; I didn't think to bundle it with the armor kits before but now that you mention it it might be a good idea.

Thanks again for the ideas and feedback! I'll keep them in mind.

(+1)

Glad that you're getting some insight on my suggestion, dev!
The idea of the top 2D perspective of a mecha reminded me of the same mech genre but quite different on it's own style, i'm not not really promoting any game except there's a game called "Mech Engineer". You might can take some reference from it since there's an artillery mechanics and more, it's also an indie game that's created by only one person too (!). There's too much mechanics there or this comment can be a long ride from top to bottom trying to explain them, but my only hope is quite straight; That this game can improve so much more, and there's lot of room there already

In the meantime i've been reading through your progress report and honestly quite surprised that this game have existed for a while, i'm quite upset with myself that i can't try the game way more earlier. And looking at your own struggle with the pathfinding is quite amusing (Even though i'm not a developer, yet), however you might need to check the latest progress report (pathfinding) since some picture from A* pathfinding onward is well...simply gone (Firefox and opera is alright, but not on chrome, i think either the site or the hosting hated the pic or gif?). But aside from that, the APS looked quite solid. The progress log you've mentioned also have a quite promising overall

However there's something quite strange with the enemy that moves very fast at a desert terrain, i can't quite put it. a Hover-like tank or is it BTR equivalent of enemy. Maybe a hybrid from both? for something as agile as that and tanked around 100 rounds of a vulcan with depleted uranium round and still not guarantee a kill is quite...something. With the same weapon, i can kill a tank with around 30 rounds of vulcan's depleted uranium. It might be quite a task to balance things not to be fragile while at the same time, not too spongy that absorb numerous of bullets (or shells). However for now i'll take these enemies as challenge on how not to deplete my ammo mid-fight

Keep it up dev, you don't have to promise everything. But your delivery on what we could have in the future assured us that it could be better in the future. Cheers!