Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dirty Grandpa

4
Posts
1
Topics
A member registered May 12, 2018

Recent community posts

Good game, here are my impressions after playing the demo:

Soundscape

- I like the music, the combat sounds are also competent, good job on that.

- We need different response sounds for each unit slot, maybe even based on tank models, with older models having more static/noisy responses.

- It seems like the 100mm family cannons sound the same, they should make different sounds based on caliber.

Writing

- Some words in the writing are too hyperbolic for the grounded vibe you are going with, for example "extremely powerful", "ancient cannon" and "The Empire" in some tank descriptions feels like I'm reading 40K and not something inspired by Brigador. 

- Consider using a Republic as a background setting, it acommodates broken ideals and old days nostalgia better.

Graphics

-The buildings could use a bit more detailing, especially on the rooftops.

Loot & gear

- Need better differentiation in engines than just linear upgrades, maybe some engines drive faster in reverse or better torque for smashing through obstacles? Quality over quantity is always better, same case for the tanks, try not to have xx variations of one tank.

- Loadouts don't save after exiting the game, I assume this will be fixed soon.

- Plows as equipment to better break/push objects aside.

- Don't go overboard with rpg like stat modifications, it will only detract from the importance of tactics. 

Now this depends how deep you want gear acquisition to be but the best part of being a merc is looting. Make it a core mechanic, with tanks and gear recovered after battle, maybe clean kills can increase the chance of salvage? Soldiers of Anarchy handles unit acquisition in a very interesting way where capturing & salvaging is just as important as defeating an enemy. 

If so give players limited salvage slots so we have to choose? Get logistics vehicles so we can drag back more/heavier salvage? I think this is more interesting than "here money, go shopping", since a warn torn anarchic city would function more on bartering than currency. Maybe even go on branching paths for different end game gear.

Pathfinding

- Friendly tanks should make room for allies and return to position after.

- Enemies often clown car themselves together, they need better pathfinding, same for our units.

Maybe each unit should have small personal space bubble they don't cross?

Weak vs strong tanks

- To me it looks like this game will suffer from the same issue Battletech games does, where heavier units are better by default due to a combination of few unit slots and most missions being straight forward kill stuff. One way around that is a more varied mission roster, like evacuation, sabotage, air defense with self-propelled AA, etc.

Will you sell the game on itch?

Well that's all I can think of for now, good game and good luck!

Good to see you're still around.  Hope your game makes it as it's one of the more unique rogues out there.  

You're nearing a year of silence, if everithing ok? How's it going?

(2 edits)

Nice game you have here, I look forward to see how it evolves.

Now on to the feedback:

1.For the love of SWEET BABY JESUS,  stop spawning enemies out of nowhere next to the player.... It's really annoying and gives the feeling of an unwelcome element of luck that can cause you a premature game over with little that can be done about it. If you still wanna do that then do it off screen, or make a visible, delayed warning sign like bosses do.

2.The zooming distance is a bit small compared to how easy enemies can ambush you. Getting jumped from behind by a second enemy is pretty shitty. 

3. Some parts differ only in appearance, the connectors are a good example. Maybe tinker the stats so that different zooids from different species have different stats. Example: species 1 connector: 1 and 2/ species 2 connector: 2 and 1. Same for all other parts, different stats to make the races more interesting.

4.This is just an aesthetic, but changing the color scheme of a zooid of another species to the one of your own core/species would look better than making a frankenstein creature like you do now.

5.An armor block zooid? A plancton collector that generates nutrition over time? A directed shock emitter that disorients enemy zooids? A pheromone zooid that pacifies enemies for a short while? A storage unit that is heavy and frail but holds lots of resources?

Think outside the box, don't just have connectors/movers/weapons/mouths. 

6.The Ai is good at pursuing and running away, but clumsy at avoiding terrain and untangling creatures from one another. The bosses are pitifully easy because of this.

7.Optimize the game pretty plox. The frame rate can  suffer near multiple whirlpools/large number of enemies/very large creatures like the box fortress beasts in free roam.

8.The ui and menus are really bland compared to the rest of the games aesthetics.

9.The music is chill and nice, a good direction given the games nature.

Thats all I can think of right now. Good luck and keep at it.