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A jam submission

Cyberdome Penelopenxia AlphaView game page

Brave the life of a robot gladiator, optimize your build and fight impossible odds in the Cyberdome!
Submitted by CyberdomeDev (@CyberdomeDev) — 20 hours, 23 minutes before the deadline
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Cyberdome Penelopenxia Alpha's itch.io page

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Comments

Submitted

-On 16:10, the prologue cutscene's black box to fade into the scene isn't big enough vertically.

-Cutscenes are a little awkward, but gets the gist across. It's got me interested at least. 

-Controller seems to have issue staying focused on the menu UI, though it might also be due to the tutorial prompts. Speaking of, the tutorial for installing the abilities is waaay better than last I tried. I especially like the body part shortcuts.

-Pressing ESC to power down doesn't cause the self destruct to activate. But it does if you wait on the death screen until power goes to 0% naturally.

Only played a little past the prologue, not really feeling it this time around. Game is fun though, keep at it.

Developer (2 edits)

Thanks for playing! 

I keep re-doing menus, so admittedly controller support hasn't gotten the attention it needs. Glad the internals tutorial was well received, as there will probably be a 2nd one to cover wiring after the first few matches. Cutscenes will definitely be cleaned up a bit before 1.0, still getting the hang of it. '^_^

Edit: not sure what you meant by "16:10"... was there supposed to be an attached video?  

2nd Edit: Oh that's aspect ratio, im dumb

Submitted

Man this game's really something. I played it for about an hour with mouse and keyboard - mostly stuck getting my ass kicked at Tier 1 Fame 5. I'll try to find the time to give it another shot with a controller later.

I think the combat is good? I'm putting a question mark there because I didn't get very far into the game and haven't had time to wrap my head around stuff like the power system. At the tier-1 fighting I was doing, I feel like the only thing I was really doing was spamming punch and rarely blocking to counter a legionnaire (which felt really good). Unlocking moves like shooting missile barrages while Vanquishing around with your rocket knees seems like it can change the feel of it a lot, though.

The garage system is interesting, if very intimidating. You've got quite a task in front of you getting a player to understand all of that.
The presentation is great, the menu especially. The cutscenes were also really good, if pretty janky in places, and I really liked what little story was in the demo. I felt super sorry for NX1A.


Issues:

- player taking damage really needs some more oomph. I'd lose most of my health to an enemy's attack and not even notice.

- I'd really like a loading indicator when starting a match so I can tell the game hasn't just frozen.

- When you want to retry, you can't see how much money you have available when deciding on a repair level.

- I bought the legionnaire SS enemy as the first thing and I spent a long time in a vicious cycle of not having enough money to repair NX1A because I couldn't win fights because I couldn't afford repairs. Being able to disable enemies again after purchasing them would be nice.

Stuff I'd like to see:

- Resetting individual colors to their default in the paint room

- Being able to give NX1A pale, non-human skin tones like pure white (maybe that'll be in the cosmetics part of the store idk)


TLDR this game is rad and I'll definitely be keeping an eye on it.

Developer (1 edit)

Thanks for playing! 

>combat

In tier 1 and up to the Maxotaur fight the game is very melee focused, then it shifts to a bit of a back and forth between melee and ranged combat so the feel definitely changes. Tier 1 feels a little repetitive atm, but I'm thinking of adding different CROWDS with other weapons to maybe mix things up. (or more stage hazards like explosive barrels to kick at enemies) Also considering making the counter on legionnaire a bit faster/more useful.

>garage system is intimidate 

for sure, I looking into ways to introduce it gradually but it's definitely a lot upfront. 

>story

<3 ty! A lot of it probably doesn't make sense, but it means a lot.

>issues:

All very good points, definitely on the todo.
Fixing the player damage issue might be a matter of managing expectations, since it's hard to raise max_energy early on, most of your investment would be in max_hp so you can keep fighting longer even without healing or paying for full repairs. (I might just make the energy bar a lot smaller)
 

Thanks again!

Submitted(+1)

the combat is pretty fluid. the animations are pretty good too.
one small pet peeve, shouldn't you be able to progress the speech text by pressing anywhere on the screen instead of specifically on the text rectangle?