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(+1)

Thanks for giving my game a shot ^^ glad you’ve liked the character variety !

Yeah the level design’s a bit of a mess in some places and level 2 ended up as the worst cause i had to fix optimization issues to have everything run smoothly, especially since i wanted it to be browser playable (one of the main reasons why the draw distance is quite short as well :/) the target indicators are rendered on a different layer but sadly i didn’t find a way to tweak draw distance per layer for the engine not sure if there’s one at all though i could be wrong as i still didn’t do much in full 3D yet.

But the movement speed issue is noted, if i get time post jam i’ll adjust things, and from the feedback i could also try having a minimap to help finding targets and improve navigation hopefully ^^’

I only had time to make one rigged and animated model for the mechs so that’s why the differences are only in textures :(