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(+2)

Absolutely awesome game, love how interactive and gadget-y everything feels, can't wait for harder level's and more stupidly detailed UI.

My only criticisms would be on balance:

-HE and Fire grenades feel very underwhelming, especially compared to the sheer utility and AOE of smoke, They could both use some generous range buffs. Fire from the grenade could linger a bit longer too. HE feels like a downgrade from Fire. I would personally make HE mid damage and very numerous with relatively low AOE to have it as a way to poke/finish off enemies without leaving cover +cause explosions (clears rubble and attracts NPC's) for as a damage-utility option, while having a Cluster Grenade as a more limited and dedicated AOE option.

-Stacked Launcher feels over-tuned. Great AOE, DPS and the ability to shoot over cover with minimal downsides. The last ability is most powerful, and I think the minimum range for it should be increased to the point where you have to leave yourself open if you want to shoot over a piece of cover, to make shooting over cover a choice to make rather than objectively better than leaving the cover to shoot. Also more min range means you would have to be farther from the enemy to shoot them over cover, which reduces the range at which you can SOC (shoot over cover), because enemy far away from the cover that you want to shoot over would be offscreen. I also think the reload should be longer (reloads in general should be) and firing it should alert the enemies to your position like real artillery. Lastly the spread should be crippling especially at long distances, not making the attacks weak but rather making it hard to reliably hit single targets. Overall I think this would nerf it nicely while making it more akin to real artillery.

-Spider bombs are a very powerful explosive that don't require engaging with the enemy. They should be shootable and take longer to detonate to necessitate ambush (or at least coming in from a direction the enemy aren't looking in.) to not outclass it's more direct secondary cousins. + I think it would be fun to have to lead one around the enemy and detonate it behind them while they're chasing you down, especially in tight spaces like level 7.

-I hate mines but I think this is more of a skill issue on my part. Still I think they should have a bigger detonation range (and a slight delay to blowing up so they detonate in a group of enemies rather than at the edge of one.)

-Scatter Gun could use more kick. Not even like a buff just a bigger feeling of impact because it just feels flaccid to use.

-The lazer def seems like the strongest weapon. Perfect accuracy, very high dps, very high ammo and zero commitment when firing (no windup or nothing). I think it could use longer reload(s), faster and more punishing overheat, a windup and/or a miniumum firing duration (for example with a min firing dur of 0.5sec it would fire for 0.5 sec even if you let go off, so no tap firing). But I think the biggest strength of the lazer is it's ability to ignore it's weakness, no penetration. Why penetrate from behind cover when you can leave cover for a very tiny moment and just dodge the inital barrage of enemy bullets by strafing? Usually not a viable strat but the lazer can melt enemies quickly and precisely enough to make it work. I think it should have a heavy movement penalty when firing to make you commit to the shot would be good. Better yet, make the penalty not apply to the boost (shift) so you have to actively manage your coolant as a resource, dashing from one piece of cover to the next as you mow down every enemy in between. Finally, I am of the opinion that the best way to implement all these changes into the gun would be to make it bigger, brighter and louder and with hella more knockback to re-imagine it as a "clunky, overkill superweapon" personality rather than it's current one-size-fits all lazer pointer.+ a way to discourage firing in very short tap-fire bursts would stop you from evaporating enemies as they come around the corner, to differentiate it from the rotary cannon('s best strat).

-Guided missile can't hit anything in remotely dense areas, they should mow down weaker objects like trees

TLDR: Awesome game I love it

(Also where can I sign up for translating the game? I would like to translate it to Turkish)

(+1)

Thank you for playing and the in-depth feedback, I appreciate it!

-HE and Fire grenades feel very underwhelming, especially compared to the sheer utility and AOE of smoke, They could both use some generous range buffs. Fire from the grenade could linger a bit longer too. HE feels like a downgrade from Fire. I would personally make HE mid damage and very numerous with relatively low AOE to have it as a way to poke/finish off enemies without leaving cover +cause explosions (clears rubble and attracts NPC's) for as a damage-utility option, while having a Cluster Grenade as a more limited and dedicated AOE option.

At the moment, the smoke is honestly way too overpowered. It stops enemies dead in their trail and let's the player shoot at them with almost no penalty. I'll probably have to rework them very heavily and maybe reduce the total count that's launched to just two or three instead of five. The incendiary grenades will basically be an upgrade that you purchase later on, but the standard HE grenades will still likely be useful in missions where you're trying to keep collateral damage down.

-Stacked Launcher feels over-tuned. Great AOE, DPS and the ability to shoot over cover with minimal downsides. The last ability is most powerful, and I think the minimum range for it should be increased to the point where you have to leave yourself open if you want to shoot over a piece of cover, to make shooting over cover a choice to make rather than objectively better than leaving the cover to shoot. Also more min range means you would have to be farther from the enemy to shoot them over cover, which reduces the range at which you can SOC (shoot over cover), because enemy far away from the cover that you want to shoot over would be offscreen. I also think the reload should be longer (reloads in general should be) and firing it should alert the enemies to your position like real artillery.

It's easily the most overpowered weapon after the laser. I do think it really should alert enemies, the massive craters it makes creating no reaction is something I'll try to fix, thanks for the suggestion. Longer reload time would be a good balance as well.

-I hate mines but I think this is more of a skill issue on my part. Still I think they should have a bigger detonation range (and a slight delay to blowing up so they detonate in a group of enemies rather than at the edge of one.)

They seem to be very unpopular. I'll consider giving them a delay, that'll perhaps make them more satisfying to use.

-Scatter Gun could use more kick. Not even like a buff just a bigger feeling of impact because it just feels flaccid to use.
-Guided missile can't hit anything in remotely dense areas, they should mow down weaker objects like trees

The scattergun will certainly have a major buff in the next update, and guided missiles will hopefully become more useful in some of the more open stages I'm planning. I like your idea of balancing the laser by slowing down movement and having a reload when it's switching batteries, I'll experiment with that.

(Also where can I sign up for translating the game? I would like to translate it to Turkish)

Will let you know when the time comes, I might put out a post asking for translators.