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(2 edits)

Man, if you're motivated enough you totally should IMO. This was really solo? Damn!

Nice selection of music & SFX -- but also well-implemented to behave properly. Also, the VFX work on weapon #2.... I only ever used that during the boss fight for the finisher, basically, but it looked and sounded really good. I love the cel shading, and the weapons swaying with the mouse movements was clean and good-looking and -feeling. As soon as I tried the movement and different weapons out in your tutorial zone, I had a good feeling the game would be a good one lol.

The movement feel is in a good state - I think a little more consistency on how the drill launches (or else a communication about any internal cooldown that might exist, or if there's a charge threshold) would help out a bit with predictability. The player is a bit floaty, which sometimes helps a lot with drilling those airborne drones down, but sometimes leaves the player feeling a little bit vulnerable (drill dashing pretty much lets you dodge everything though - it's really powerful, although dashing around does mean doing little else if you're e.g. fighting the boss). If you could land on drones, it'd be really satisfying to take them down while riding them. Not the exploding ones of course.

Oh yeah, and the weapon balance... Balancing is rare during jams, but weapon 2 definitely felt underpowered for a charged projectile. Minigun running out of ammo quickly was a bit problematic as well, but I ended up just embracing drill-only after a point and found that pretty fun. This is always an interesting problem to solve, because how your weapons are balanced depends on what circumstances you want them to work well in, and how your enemy encounter & somewhat level or character (progression) design facilitate those circumstances arising, so there might be a mechanical justification for choices presented. And then it's up to whether you want a clear-cut player decision-making tree based on those circumstances, or if you'd rather open up the player to play with whatever strategy they want using, using builds, upgrades, or something else.

The boss whacked me a good number of times, but sprinting around him clockwise holding W and A lets you drill the whole first 66% of his HP away in a couiple of seconds without taking any damage. The rest is definitely better handled from range - at least, with how I was moving. I'm sure there's a way. There's always a way for a melee-only run.

This might be my TF2 influence, but holding right click to spin up the minigun pre-emptively without firing would also be pretty sweet. Naturally, jam games have tighter scopes - with a more developed map(s), and maybe some more movement mechanics to make use of well-placed props/walls/platforms etc., this would only get even better. Same with enemy diversity. And, for some people of course, plot lol. The mechanics are going in a very fine direction so far.

All in all, GREAT submission! Seriously good work, keep it up - looking forward to seeing what you do.

I truly appreciate it! I would look forward to actually balancing the game, or infact a whole remake when I decide to sit down and rebuild it