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Addictive Forge

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A member registered Jul 31, 2024 · View creator page →

Creator of

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Wow, that's interesting. I love tabletop RPGs. It would be cool to see more descriptions of the game world, descriptions of some NPCs, places on the base.

I hope you don't abandon this project and someday this mech will go beyond the hangar. I liked it, I want more content. Are you planning to focus on maintenance or will you add more systems and mechanics?

hehe >:)

Thanks for the game and the nice feedback!

I’ve slightly adjusted vertical aiming. Now the camera looks at the point where the player is aiming, there’s a beam showing the shooting direction, and both the crosshair and hit marker have been increased in size.

I’ve also made a few more changes in this small new update, including reducing the duration of the inverted controls effect.

During the jam, we only managed to implement a small number of effects, but I originally planned for them to be more impactful and affect the mechanics rather than just tweak numerical stats. These effects are still placeholders for now.

Going forward, we’ll release updates a bit less frequently but with more meaningful content.

Right now, I’m focusing on fixing critically important aspects of the game, including issues with the AI of enemies that shoot in an arc.

On my TODO list, I also have adding a jump and adding hit indication. They were planned, but there simply wasn’t enough time for them :(

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Zeroed One V0.1.2 (18:16 12.08.2025):

  • Fixed camera rotation – it’s no longer static and now follows the point where the projectile will fly, ignoring distance for smoother camera movement.
  • Reduced the duration of the inverted controls effect from 30 seconds to 5.
  • Fixed the revolver firing effect, which caused the muzzle flash to be tilted by -90 degrees on the X axis.
  • Added a sensitivity slider.
  • The Bloom toggle now has a more obvious ON position.
  • Reduced negative slot machine effects related to player fire rate and movement speed.
  • Increased the positive effect of movement speed for the player.
  • Fixed a bug where the Shooting Enemy could shoot through walls when pressed against them.
  • Added a dynamic explosion radius sprite.
  • Fixed the damage calculation formula for the player’s rocket launcher.
  • Fixed floating enemy spawn points. 
  • Added web build

    I will try to fix the bug with "Artillery" enemy as soon as possible.

Thank you very much for the game and kind words, we are very glad that our work is appreciated ^^

I should have added at least a sensitivity adjustment slider, but I didn't have time before the deadline. I will try to solve the control problem as soon as possible. Perhaps in the next couple of days I will add a web version along with it.

Oh, that would be a brilliant gem in the Flash era.
Very convenient to play. Cool tutorial screen, I figured out the controls right away.
I didn't understand how to transfer the weapon to the next round, I would like to use other types of weapons, for example, while this particular mech is alive, and the next one will again be with a machine gun.

Thank you for appreciating our project, and for such a wonderful game jam, this is our first jam with my friend and the experience was pleasant.

A nice, challenging little platformer. Makes you think. I didn't find the wall jump right away. Maybe it was the plan to hide this mechanic, but I think a little tutorial is worth doing.

Nice little rhythm game with cute visual style)

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There is amazing music here) The character is controlled pleasantly. A simple good game.

You have a really cool visual style, but I don't get it, the enemies don't seem to do any damage even though they have an attack animation.

For some reason enemies sometimes fly through walls or get stuck in them. But you've started well, good luck with the development ^^

This is quite difficult because the enemies' projectiles fly in a straight line, and you can only hit the same distance if you shoot in an arc. It is worth making some kind of landing point for the player's projectile in the interface.

This setting and its proper use makes the familiar card game much fresher ^^ 
But you definitely should add some sound effects.

Very nice visual style. The game feels and looks quite organic. But, you have to get used to the platforming, sometimes you stand in one place and try to jump over one part of the level for a couple of minutes, although it seems like this is normal for retro games, they are more of a challenge and you have to learn in the process.

Lol  I don’t know if it’s a coincidence, but there’s something to it.

Thanks for testing! We’ll definitely finish the game and bring it to release, and right now we’re changing the aiming system. I had no prior experience with this camera perspective, so I had to improvise. I’ll also make the crosshair more noticeable — many players pointed out that it’s too small and blends in with the ground.

Thank you so much! We’ll definitely fix the aiming — it’s our number one priority for the next update.

Thanks a lot for testing :) I will definitely change the aiming system — to be honest, I had no prior experience with third-person view, but I wanted to try it since in this case the character would be on screen most of the time.

We debated whether the slot machine should spin on a timer or by pressing a button, and decided it would be interesting to see what players think about this mechanic. You’re not the only one who ignored it — it kind of turned into an alternative way to play.

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Wow, very nice style, 1v1 in narrow streets feels exciting. I like how mech controls feel.
Small but very cool project. I really want to see release. 
The AI is very cool, it doesn't attack head-on. I managed to defeat it on my second try. It's really cool that it dodges and comes out of unexpected directions to attack.

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Cool mecha selection menu. Reminded me of MGS. Maybe you should slow down the enemies, they are really hard to aim at.

For some reason, this reminded me of the movie “9”. I really felt small and like I had already lost. You created a nice, tense atmosphere, but the map needs to be more densely filled—right now there are quite large empty spaces.
It would be great if you added sound settings and an option to toggle crouch instead of holding the button.

I also noticed a small bug: I approached the console and then ran away when I was spotted—the "E" prompt stayed on the screen even when I was far from the console.

But overall, I really enjoyed the experience. We are waiting for the release :)

Zeroed One V0.1.1 (21:08 07.08.2025):

  • Fixed a critical bug in the game-ending check, which prevented the final wave from starting.

  • Fixed incorrect damage calculation for ArtilleryEnemy and adjusted its stats.

  • Shooting Enemy now slowly moves toward the player if it doesn’t see them or if they are too far away to shoot.

  • If the player has at least one token, a blinking message appears with the correct key to use the slot machine.

  • Tweaked the stats of the exploding enemy.

Reminded me of my childhood) Lots of weapons, you should continue making interesting guns with unique behavior and It would be cool if there was a score counter

We will be glad if you write something here. How are you doing by the way?