yea i'll be doing a big effects pass in a bit also, more particles and visual indication on everything. thanks for playing, i hope i can flesh it out quite a bit more for next DD
Fleech
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thanks a lot for playing it, in a finished level in the main Kludge mode, as you destroy more things and rack up property damage, robot security forces will get progressively more difficult with something like a wanted star level. there's going to be tiers of robot security that start simple and get more advanced ending with robot swat teams with guns and riot shields etc. there will also be an arena mode and combat focused survival mini games. levels will be re-playable with a time attack, levels will also have hidden puzzles, sub missions and quests you can complete for unlockables.
i'm curious, did the swinging feel responsive or overly clunky? i'm still improving it as much as i can.
the 1:1 swing controls you suggested are how they worked in roek, i might add those back at some point, im going to add a force pusher that moves things out of the wheels way when i get a chance. the wheel is an actual wheel so it behaves as one would. the tutorial was rushed i will flesh it out when i get a chance. thanks for playing!
had a lot of fun with this, have to head out but i will pick it up when i get back, some initial notes:
the gamepad didnt work, was messing with the keyboard controls, some additional options in the menu for the controller would be good
getting over some ledges and transitioning between certain angles can be finnicky but it gets easier with practice
i like how the level design encourages both movement types and its not a typical situation with these types of mech games where all you do is glide around flat planes, the character feels very weighty and it has just the right amount of air control and inertia. building up speed in the wheel mode to swingshot around things is very fun. i like the lower time to kill on the enemies the combat is very fun.
this would be a really fun multiplayer game.
>Do you plan to add more props to the levels?
yes, i had very little time to put the level together it will be very detailed and loaded with interactive props next time. it will have a wanted star style system where enemies get progressively more difficult as you destroy an area for the property damage mode. i'll probably have a sandbox mode for people that just want to mess around.
>Got a really weird bug on 00:18:32 - game got really laggy and said "workplace destroyed" - I think that might have been a physics bug.
it was probably the door's, they're not super stable yet as i didn't have time to fully set up their destruction fragments.thanks for the LP im glad you enjoyed it, i have huge plans for the game, next time it will be much more polished and fleshed out.
there's going to be a bot arena, with a huge variety of enemies like boston dynamics dogs, drones, 4 armed swordsmen anything i can think of really. there will be the main "kludge mode" per environment and then after you complete that the there will be smaller side objective in the same evironment and a bunch of mini games. the property damage will be used to unlock additional playable characters and cosmetics.
humans were planned originally but their addition would make the tone quite a bit darker then was planned
the crash back the menu in the beggining was intentional its a skip tutorial path, im curious did you turn the music down or was it disabled by default? i thought i set it to 50% at the start. i'll look into the mouse disconnection issue this is my first time seeing this problem. thanks for the vid, im glad you had fun!
i only had about 2 hours to set up the office proper most of my dev time was spent fixing bugs, it missing quite a lot of the features i had planned. i disabled damage to the player on that level. im getting a lot of bug reports about the menu it was also pretty rushed, i'll try to fix it and also add a slider for the blur and chroma hopefully tomorow, thanks for playing again im glad you enjoyed it!
it is a crosshair you can use for throwing but its only accurate at a certain distance because the knife is thrown from the actual position on the player. i'm going to add a secondary crosshair that shows the actual hitpoint like Warthunder. charge up was planned, i'll try to juice it up thought thanks.
you can flip in first person but i deliberately stabilized the camera, like FEAR, for motion sickness players. i'll make it a toggle.
>Only issue so far was that the menu would lock down after quitting a map, so I had to restart.
do you remember which level it was? thanks for the feeback im pushing a new build now with some bug fixes and improvements
thanks i'm glad you had fun with it, a proper tutorial should help people familiarize the controls better, i'll make a pretty fleshed out one. throwing needs to be redone entirely it has a mass based system but it really should be done with force based on weight tiers instead, or on an item by item basis. knives will be usable with a stab and slash, i'll have the TAB button switch items between using them and throwing them, i plan on having many weapons you can pick up and silly interactive items with multiple uses, like fire extinguishers, tasers, guns, airhorns, spray paint etc.
the gyro button is multi purpose, its for dodging attacks, vaulting over small walls, performing stunts, or generating additional inertia for swings. its not explained properly in the demo and needs a few more control options like letting you spin freely with the WASD keys. when you hold middle mouse you rotate in the direction you last pressed with WASD, you have to land on your wheel to remain upright. the next demo will have proper missions and mini games and cosmetics as reward, i'm glad you enjoyed it.
i'm not great at in depth analysis but i liked this one a lot, my favorite DD 61 game. i like how many actions can be chained into each other and the overall level of interactivity and attention to detail is very impressive. i agree with other posters block being bound to B wasn't great for mouse and keyboard and had some initial difficulty reading the controls screen.
the humans not directly controlling the robot, the implication is its a jailbroken embodied agent that gets free will at some point after doing enough destruction . i'm still playing with the setting and plot its still pretty open ended. i was thinking of adding humans you have to kill but tonally it doesn't work with the game, there probably wont be humans seen at any point, just implied.
>the upward swing tends to drag along the floor so it would be nice if the fulcrum was raised when you do that move, or if the angle was more diagonal. Any time I swing in that direction, I intend to hit something ahead of me and not the floor.
>I never figured out how to control my swings, but the physics are brilliant so I think you have some leeway when it comes to unusual controls. It's easier than playing toribash at least. For the record I never played mount and blade or mordhau
this should be alleviated when i create a proper tutorial (which i really should have this time but lol). i will also be including a simple swing toggle in the menu for players that really don't like the directional swing mechanics and feel it ruins the game for them
>The premise is fine for a tech demo, but I think being directed to rack up property damage is at odds with the very personal and anarchic feeling of smashing something with a baseball bat in first person. Knowing that I'm doing what I'm told is robbing me of the joy of destruction. I want to see my robot's ordinary life and get a taste of his frustration, so that when he snaps, I can feel his catharsis. I want to target bullies and their cronies and until the other cogs in robot society come down to bring me to heel and I realise I'm the bad guy Falling Down 1993
i'm considering expanding the scope of level objectives, i like the idea of a high level of interactivity but with simple arcade objectives, most of the story telling will be inferred from the world and the type of human behind the robots actions will merely be implied. i might have simple straight forward combat focused levels where you simply have to reach the end alive. the levels of the game will be mundane real locations, with the final levels being something like a social media company headquarters. thanks a lot for the feedback i was going to be playing your game later today, looking forward to it.
thanks for playing, there's a brief controls overview buried in the how to play section in menu i really need to make a proper tutorial asap. i'm planning on making an optional simple swing mode for people that dislike the directional system that controls more like a traditional first person melee system, where you left click to go left and right and hold left click down to do an overhead. the grab highlight was planned i'll probably also put a value tag on objects that are highlighted
>I have an idea that might make the swing direction feel more accurate. Maybe instead of locking in the direction the moment you press left click it will continue to take the mouse input and update the direction for a brief time after clicking, and then lock in.
i actually had this implemented before but broke it right before the build im definetly including it next time around. basically if you spam left click he will just quickly swing back and forth between the chosen swing vector. i want the pace of the bat swinging to be deliberate and methodical but i will include more basic QoL stuff. there were some very good suggestions in this vid thanks a lot for your LP's
yea improving the bat physics and impact feel are my top priority right now, im also going to do a big overhaul on the throwing mechanic and improve the animations and sound. i'll probably have right tap for a quick toss and hold right click for a charge and hold toss that goes farther.
with his arms outstretched ;)
thanks or playing, yea knives were a mess in that build i was scrambling to get it out, i'm putting out an updated build shortly that fixes most of the issues people were encountering on this one. i could display a small price tag number over each item above the "grab" icon for more price transparency. the help-u bots are worth 8000$ dollars each i just estimated what the items would be worth lol.

thank you bro