Definitly worthy of a toggle option.
DF_WideCode
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I agree, I originally planned to procedurally generate the maze and was trying to figure out how to make sure you could find the code within the currently open space. This was actually the problem that led me to decide on the nightmare theme. So it did not have to make sence in fiction how you got the code or why the code was math homework. I later gave up on map generation but might implement it post jam.
Thanks for the feedback.
Yes, un-attached parts self destruct when you start. Its likely those parts, or the parts they were attached to, where not attached to the body of the mech. Clearly I need a more tolerant snapping distance and more obvious connection feedback.
Alternatively, I did consider allowing you to build mechs with disconnected parts that would either stay in orbit around the cockpit or lay where ever you left them. This might lead to interesting turret or mine laying tactics
Thank you for the feedback.
Very cool. It might be a good idea to mention in the tutorial that not all of the clues are required. And that you have to hit the case closed button to see if you got it right. This makes since given the theme but the gamer in me was waiting for some sort of "Level Complete" prompt the first time I played it.
Thank you for the feedback.
I do plan to limit what you can build at the start (maybe 10 parts), then add some sort of pickup that would add to your part allowance.
The AI is actually pretty cool in this game because it is built into the construction of the enemy mechs. Active parts like the engine, rotor and gun have two or three special AI switch settings. Active-when-on-target and active-when-not-on-target (clockwise and counter-clockwise rotation for the rotor). These parts all have a ray-cast (sensor) and a range to detect the player So there is one enemy that tries to orbit the player by having an engine on the side that pushes away from the player when it gets too close. It is a bit subtle but I could improve it in future enemies. It might also be cool to let the player construct enemies or even set up their own mech to be fully AI.
The screen size issues may be because this is the first game I have tried to run in the Itch.io webpage. I could not get the automatic dimensions and scale to work and just manually set them. I developed the game at 1920x1080 but it did not work correctly in the browser till i shrunk it way down. I definitely have to figure that out.
All good ideas for future development.










