Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(3 edits) (+1)

Hi. Loved the mech genre and came across this game on YouTube, the gameplay immediately left me speechless. What an amazing work! And the fact that this is an indie project evolved from "walker" is simply unbelievable. 

Gotta admit though I still sucked at it. I read the manual and completed the tutorial courses before tapping into the battle just to get absolutely annihilated. My sluggish gameplay is no where near those blazing fast gameplay footage and AI, as I'm still confused about what I'm seeing on screen (build stats, UI gauges, "STABILITY" status) and how I'm supposed to master the boosts without draining my energy reserve. If there could be some documentation breaking these mechanism down it will be super helpful.

Mech games be sophisticated and that's part of its charm. I'm learning to love this game!

(+1)

Best advice I can give for managing energy is to not have all your weapons active all the time. Each active weapon adds a "drain" to your generator which causes its energy "output" to slow down or even lose energy if it's great enough. You can deactivate weapons by holding the Weapon Action button (default is "R" key for KB and "A" or "Cross" for gamepads) and pressing the desired weapon "fire" button. You can also switch to a higher output (albeit lower capacity) generator.

Mission UI is definitely rough. I can say that it's basically been kludged around the circular radar since that was really the first dedicated UI feature that got implemented. I should definitely write this down somewhere accessible, but I'm planning on changing it up in the future. Quick rundown of the current scheme is as follows:

  • Green meter is your STRUCTURE
    • AKA health, if it reaches zero, your mech explodes
  • Yellow meter is ARMOR
    • Reduces damage to STRUCTURE as long as you have some remaining
    • The damage that penetrates is weapon dependent
      • A machine pistol or shotgun-type weapon may be stopped fully
      • A sniper rifle will be mostly unaffected
    • ARMOR is reduced by the amount of damage it stops
  • White meter is STABILITY
    • Keeping your STABILITY above a certain flat threshold gives you weapon buffs (accuracy, rate of fire, etc)
      • Inversely, going below that threshold causes your weapon performance to degrade
      • Some weapons degrade more than others at low stability (eg, sniper rifles)
    • The red STABILITY warning will flash if you are below the threshold
      • It is possible to build a mech that is permanently below the threshold
    • STABILITY is reduced when:
      • You take damage
      • You perform a maneuver (Dodge, Dash, Jump, Kick, etc)
      • You make a hard landing
    • STABILITY regen also varies depending on your state. It regens faster when:
      • You are not moving
      • You are not changing direction
      • You are on the ground
      • These instances stack so you can still regenerate STABILITY at a respectable pace even when you are moving fast if you do not change direction while grounded
  • Big blue meter is ENERGY CAPACITY
    • If it hits zero you can't use boosters or any maneuvers until it becomes greater than zero
      • It can go below zero if you use a particularly expensive maneuver at low EN or you maintain a high DRAIN
  • Small blue meter is ENERGY OUTPUT
    • Just a handy indicator of how much ENERGY DRAIN is currently affecting your mech
      • DRAIN stacks between boosters, active weapons, etc
    • If the red part is more than 50% of the meter, you will start losing ENERGY

Otherwise, the build stats sorta do what they say (Arm speed, arm angle, torso speed, torso angle). The mobility stats usually display two values, one being their performance on the ground and the other in the air.

In any case, I'm glad you're liking it!

(+1)

Wow! This is a very detailed rundown. Looks like there's a few habits I need to change whilst piloting. Thank you for the enlightenment!

The UI could use some improvement but I just wanna say I enjoyed what we have. The wobbly effect on the radar and the 3D representation of targets at other levels are very nice touch!