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(+1)

Very cool, classic aesthetic! I strongly preferred first-person mode. After the tutorial level, the next one seems to drop you right into a hail of bullets, a real trial by fire! The player should be safe if they keep strafing, however. I'd like some kind of objective marker to point you towards what you need to do, sometimes the draw distance hides targets like that. The slow movement speed is fine for a heavy feeling, but it would be really painful if you ended up walking away from an objective!

(+1)

Thanks a lot ! Glad you like the retro look :D

Haha well i’m happy 1st person mode turned out so well cause it’s just a second camera put onto the model, it is that simple XD I figured when experimenting that the weapon models didn’t look too bad up close even if a little chunky so why not have a sort of cockpit view so the players could feel even more like they’re piloting the mech.

Yeah the “Target” arrows were supposed to help with navigation unfortunately since i couldn’t find a way to adjust draw distnce for individual render layers they ended up a bit useless since they weren’t visible untill the draw distance showed the model as well so if i get time for post jam work i’ll have to see how i could make that better :/

Same here if i get the time, the movement will have some adjustments especially since it’s been the no 1 issue people had, and funnily enough, imagine that at some point movement was even slower :p

but yeah a little bit of extra speed wouldn’t hurt and i think i could have this while keeping the heavy feeling, afterall in terms of scale while they’re supposed to be big bulky machines they’re not gigantic if you compare with some buildings XD