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(1 edit) (+1)

Really neat!

Not sure if it was fully intentional but the time it took for the momentum to slow down from movement really felt like it added some weight to the mech.

I wasn't expecting the dialogue at the start to give a little bit of story and explanation to the weapons, like the tip to take out the enemies to get mortar shells for your own mortar, a cool direction to take with the resourceful theme.

I came across an upgrade for the weapon in slot 1 which I wasn't expecting to find either, certainly felt like the more I played the more there was hidden around to discover which was honestly kinda rad.

The looks crisp and thematic, both in the art aspect and the gameplay aspect, like the map felt like it fit as a kind of radar / sonar look.

Overall I thought it was great, good job!

(+1)

I'm glad you enjoyed it and managed to find some of the hidden stuff.

There was actually more dialogue that refused to trigger, we just had very little time for play testing in the end.

The design for the mech worked around velocity and drag so it was intentional but we were lucky with some of the initial control designs working from the outset, I just didn't know how it would behave on the big mechs.

There were weapon unlocks for the Mortar and Railgun and a level 1 upgrade for all but the railgun scattered around.