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(+1)

This game has a lot of things going for it! And a few things holding it back a bit. I really like how well thought out and coherent retro-futuristic vibe it sends off. The very cool animations on the terminals, the robot animations, the weapons… All very good.

I have some UX issues though:

There really should have been hotkey bindings 1-3 for the different attacks so that no mouse was needed.

The way the robot almost always had a sliver of health left should probably be changed. Also I didn’t feel like there was any progression in the weapons. And since the fights are sort of silly, I think it would made sense to have 4 wacks with first weapon 3 with second and 2 with final be the average. I’ve not been a fan of most rock paper scissors systems I’ve encountered in the jam yet but it could maybe be something here. If the robot telegraphed some stance and you get a bonus or small negative effect from not hitting. That with non-turnbased combat could make it quite engaging.

The camera placement in the player controller wasn’t really optimal. It makes sense from a physical point of view, but the genre expects and sort of requires it moved back a bit to help with navigation. (I talk more on this in my video)

Overall though, a very pleasant game. I even had to play it twice because it crashed!

Play-through:

Hey, appreciate the play and the feedback. All of your points are entirely fair, definitely some shortcomings from combat being a bit of a rushed in feature, and my lack of experience with the genre in general. That said your feedback does hit on a few points that have been brought up a few times, so I’m definitely keen to get a few bits actioned for an update once the voting period is done.

Lots of good points for me to try and keep in mind next year If I remember to take part.

Thanks again.