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(+1)

this is a phenomenal looking game. from the gameplay to the UI, you've really done an excellent job. i tried both missions, i got A+ on the first one and i failed the second one a few times in a row. 

from my time with the game i had two major issues:

readability and encounter design.

for readability, in the first level, the sand colored mechs are in the sand colored streets surrounded by sand colored debris. the biggest indication that an enemy was nearby was the red triangle above their head(s). because of this my eyes were glued to the radar, which was a better way to find enemies than just the screen, which is a shame because i am spending my time NOT looking at the great art. how about a red outline around the enemies? maybe change the mech color? it felt the worst when an enemy would be in the middle of a destroyed building covered in rubble, i can't see the mech at a glance. i also had some minor trouble gauging my HP/ammo but i got used to it quick so it might be an user error.

the second issue is ensuring you are in a fun environment to kill stuff in. the more destructibles are near you the better the game is - empty fields are boring. i think a simple solution would be instead of the enemies coming to you, they might be attracted to some mission objectives you defend, ensuing that you move around "populated" areas and are thus always near new stuff to blow up. i felt this when i went out of the map-bounds on mission 2, it was quite empty and shooting the worms just wasnt the same as blowing up a mech in a city center.

while i did rant a bit, don't let this detract from the fact that i loved this game and found it gorgeous and fun to play. keep doing what you're doing, you've got a great game already and it can only get better.

(1 edit) (+1)

Thank you for the feedback and giving it a try! Happy to hear you also beat both levels, well done!

I'm going to change the enemy mech's colors and give them an outline,  as well as also revamp the radar probably. I had a friend also say the armor indicator was too in the corner, so I'll probably add some more colors plus a sound indicator to help the player know when they're low on health without glancing at it.

the second issue is ensuring you are in a fun environment to kill stuff in. the more destructibles are near you the better the game is - empty fields are boring

Absolutely, 100%. My vision for the second mission was basically a recreation of the Palace of Versailles and its massive gardens, but scaled up to be a whole town. Imagine a sort of luxurious European square complete with fountains, motes, ancient palaces, gardens, and then just having absolute chaos ensue with the enemies chomping through all that and the player lighting them up... Unfortunately, there just wasn't enough time to make that and I ended up with that rushed, somewhat boring level instead.

The grub enemies are a lot more interesting when they have to maneuver between structures as well. I thought about duplicating the first mission's map but I felt it was going to be a bit repetitive.

I'm going to make sure there's always a level of destructibility that the city missions have, it's definitely crucial to the game's design with all of the mechanics. Thanks again!