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dazek

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A member registered Feb 03, 2025 · View creator page →

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(5 edits)

Fantastic game. I played up until level 115. Here's some ideas I had:

  • Create task minigames:
    • Plug the mouse into the back of a computer
    • Plug cable into the monitor and pc
    • Open all the hatches to find a printer jam
    • Pushing power buttons to reset servers
    • etc
  • Task ideas:
    • Clean viruses
    • Unlock locked-out accounts - which would give the IT office a use
    • Find lost files
    • Turn it off and on again
  • Move the UI buttons and 'Holding' indicator to the middle bottom to make them more noticeable to players. I played for a while and only took note of the buttons when I needed the map. The pulsing was a good touch. I didn't realize there was an indication of what I was holding until I was writing this.
  • Create a timer based reward/experience system for tasks. Do tasks faster for greater reward and too many failed tasks = fired.
  • Create a day-to-day cycle to break up the gameplay and a more distinct sense of progression, end of day reports, open new rooms, add new tasks, rewards, etc.
  • You could also have special jobs that change from day-to-day, like one could be you have to approve password change emails, but the password requirements change day-to-day. Kind of 'Papers, please'-like.
  • When a new room opened the tasks seem to be focused in that room rather than adding to the overall workload. I think I helped the two hopeless guys in the Senior Room about 10 times in a row. 
  • The emails were great and I laughed out loud at the scam emails. To give the player a reason to check these, maybe the IT guy has to send out warnings about scam emails.
  • Change the name of the "Open Space" to "Cube Farm"
  • If the Senior Room is senior executives, it would be called the C-Suite, as in CEO, CFO, COO, etc. In the U.S. at least.
  • Could add a CEO office for the big boss. His requests would be top priority and maybe insta-fired if failed.

Overall, this is a great start!

Thank you for the feedback! I'll get a fix in to prevent that debug message from appearing. From your experience, I need to spend some time with expanding information given to the player. I still need to add a ship status to the UI showing Which weapons and equipment are on the ship. 

I'll add info to The Upgrades showing its current level/bonuses and how the upgrade will affect it so the player can see even the small upgrades add up. As well as info for the different ship's starting stats. 

For the enemies I think I'm going to reduce the number of groups and add an increasing amount of singletons up until the big swarm.

The rocket launcher is a difficult first weapon to start with, but I tried to give each weapon a strength and drawback. it fires up to 8 rockets doing high blast damage to nearby enemies, but fires in random directions. Contrasting this is the Guided Missile launcher which targets the strongest enemy and blasts with high damage, but only fires a single missile.

Were you able to kill a boss ship and loot a container?

(1 edit)

I played through the Gnoll scenario and it was a lot of fun. I'm not sure what the 'right click' is supposed to do. One suggestion is when I was left clicking to scroll I had to make sure I wasn't clicking somewhere that would place the tile. Might tweak that mechanic.

Thanks for the feedback. I'll be making incremental updates and adding more features. Keep checking in!

Thanks for the detailed feedback. The Plasma Torch (light saber) is one of my favorite weapons too. I got rid of the black bars and made the view fullscreen. I'd originally intended to use that space for UI elements, but I think it does look better opened up. I'm curious to know if that fixed the problems you were having with ALT-TAB. Were you running in Fullscreen or Windowed?

I also toned down the spawn rate when the Mechanauts swarm for the first couple of swarms.

I added a new weapon, the Mine Layer also. I should go back and add descriptions for the weapons and equipment now. I've been procrastinating that because implementing new weapons is so much more fun.

I made my first game demo with your tiny ships:

https://dazek.itch.io/mechanaut-survivors