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(1 edit)

That was a lot of fun. I enjoy the elements of both mech combat and having some more relaxed story (dating sim in this case) elements mixed together. By the end, I was a cyborg freak, but that's OK.

I will say that the enemy's AI being simply CHASE! made combat feel like I was always running, despite the story being about putting the enemy on the run. While I felt powerful enough, I didn't get any sense that the enemy was ever bothered.

I opted to use the semi-auto aiming since I figured that fit best with the in-world dynamic of her being the gunner while the player being the main pilot. The fully autonomous seems a little too cheaty and the manual was quite difficult to hit the helicopters and soldiers with.

I look forward to progress from this if you ever get back to it. I always love more mech games coming out, no matter what kind they are. :)

(+1)

Thank you so much for your feedback — it truly means a lot to me. It’s hard to admit, but the project didn’t receive enough support to keep going. I don’t know if I’ll ever come back to it, but messages like yours really give me hope.

Dang. That's too bad. There is a weird stigma about mech anything that makes getting them off the ground difficult. I think it has something to do with the common feature of mech games and such being too focused on technical aspects of the mechs and in the process of highlighting the mech, alienate players or viewers from the humanity of the pilot and other characters...

Your game concept had the ability to break out of that problem by having an equal focus on the character interaction side of things, but I don't think that most people would give it a chance and instead just see "mech game." :(

I wish you the best of luck in whatever your future endeavors might be.