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(+1)

I really liked the visual aesthetic and the droning background noise. Definitely helped to sell the vibe. I made the same decision of having the bottom half of the mech control separately from the top half, and it also created a challenging control scheme in mine. It was hard to tell which direction forward was going to take the mech, so maybe an indicator, or slow rotation toward the the aim reticulum would help. Or maybe a minimap so you can retreat without bumping into as much stuff?

The red lighting + fog was great, and I like how the health HUD was the screen on the physical mech dashboard.

Hope to see more of this -- it was definitely a cool aesthetic that's uncommon in mech games so that helps it to stand out. Nice job!