Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thank you! No worries at all! This is such awesome feedback. 

I've been working on a lootbox system, and I wanted to thank you with this Mech Unlocked card. It can be used to play the mech in the game, if you're interested. I'm hoping the lootbox system will be a fun addition.

https://www.missilemassacre.com/drops?card=mm-seasonal-summer_2026-legendary-F65...

Yes, your observations are what I was hoping to achieve with the game. I think you might have been playing someone else, which is cool, too. Your strategy is especially helpful to know. I wanted the game to have an element of surprise. I kept going back and forth on whether I should add player position indicators, and so far I've decided to keep it mysterious to allow players to boost and drop in from surprise positions.

Also, really glad the C toggle is useful. Your rooftop example is great feedback.

Thanks so much for spending the time to play and write this up!

If you are looking to release this game internationally, I might offer you some advice to keep away from the lootbox thingy.

During various international internet laws going on at the moment, Spain seems to be taking an issue with any game with any hint of a gambling mechanic. (Even if it's just a non-functional skin or cosmetic.) And I think even if it doesn't cost any real money... I'm not a lawyer, but I'd still advise caution.

I believe that by making a game that's fun to play and has the hard work applied to really polish it up; you're going to have players willing to pay. Especially if there's a way to keep it competitive with speedrun/time-trial challenge, or skill-based tournament play.

NGL, it's nowhere ready yet. But as I mentioned earlier. This has SO MUCH potential.

Really appreciate you flagging that. I've been thinking about it, too.

I've moved away from the lootbox framing and replaced it with Mech Collection. Players earn mechs by hitting milestones in the game (Double Kill, etc.), and there's no gambling involved. It's purely skill-based progression. I'll still keep an eye on how those laws develop. Good advice.

On the competitive angle, totally agree. I've been building out a Competitive Play ranked mode (currently playable in Beta) and working towards tournament play.

Thanks again for the thoughtful feedback. It genuinely helps.