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(+1)

Really fun game!  I didn't master all the techniques in the short time I played but there were moments of brilliance when everything came together on my end and I was able to kill everything on screen in moments.  I think you know this already and I can see you put in some work into it but the tutorial is still rather cryptic when it comes to kicks & projectile parries.  It'd be nice if you included slow-mo videos that also displayed inputs to show how things are done properly.  Maybe it'd be worth it to have other tutorial levels just for practicing those techniques forever--but this might just be unnecessary if the upgraded tutorial is good enough.  Also, it'd probably be a good idea to have more feedback so that way it's obvious for the player when you dodge, kick, or parry.  The dodge in particular is hard to tell because the sprite just turns red--bit of hitstop for all of them might be good.  But aside from the tutorial I only have one minor suggestion: it'd be nice if I could toggle the trigger instead of hodling down the entire time!  Other than that no complaints--the art is great and there's a lot of cool details like the pieces of the armor falling & being littered about the stage as the mech takes damage!  Music and sound effects are solid as well, the jump sfx has a nice bassy heft to it, and the parry/kick has a nice pneumatic feel.

Overall, this is really polished and a good game.  I'm excited to get more!  Here's the video of my playthrough, I hope it helps!

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What the hell, I knew about the rocket clipping bug, but somehow you managed to trigger some cascade explosion that killed/suicided the boss! That was some TAS shit, nice. 19:33 was really cool even when accidental (spirit form's momentum preservation + bouyancy launch bug feature).

Yeah, tutorial needs to be longer and more in depth, and I'm even considering a hub location where player can fuck around. I will need to be careful about it though, since front loading tutorials will delay the gameplay, and putting it for later will trap players into walk-n-shoot mentality. Gimmicky maps made around a single trick would be a nice addition for sure.

Hit stop and feedback for evasion is a great idea, I'm adding that, as well as a different kick attempt animation.

>it'd be nice if I could toggle the trigger instead of hodling down the entire time!

I'll think about it, as it would free up a precious controller button (dual stick game where both are used all the time is a pain in the ass), but I had a gun respin mechanic in mind for additional utility, so I will see how it goes. Sometimes you just gotta hodl, man.

>the jump sfx has a nice bassy heft to it, and the parry/kick has a nice pneumatic feel.

That's actually funny, I generated the jump sound years ago in bfxr or whatever it was. The environmental reverb is probably doing most of the work here.

Thanks for the playthrough. You actually pulled off kicks and spirit form on the boss, so that was one of the most stylish attempts I've watched even if it ended with a clutch. I'll have to reward those more.