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(2 edits)

Pretty cool Nate, love the idea and execution is pretty solid. Even if my lying in bed mashing my trackpad setup wasn't perhaps optimal for gameplay. A few pointers I wanted to bring up for next time:

  • Presentation (main pointer) I'm sure that this was probably a time issue but all enemy robots look the same except for their weapon (which contributes very little to the outline).  Also the only way to know what weapon/ability you have is to try it and find out becuse of previous statement.
  • Asset consistency. The difference in detail between some UI elements, the enemy sprites and the map tiles makes it feel a bit asset flippy (I know it wasn't as I recognise your style but still a point of concern).
  • Map layout feels cramped and randomly laid about, particuarly in the center.
  • Robot abilities (for what I saw) were all movement based and none felt powerful or impactful. They also felt at odds with the weapon they came with (e.g. the rifle has a slam down)
  • New spawn is just waiting to be killed by a robot, a bit tedious.

Still, really solid game.