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GRAU-7N31

4
Posts
A member registered May 21, 2025

Recent community posts

I’ve been testing some shaders from ShaderGlass with the game in windowed mode. While a few of them look great, some can be disorienting or cause eye fatigue, especially those with heavy glow or bloom effects.

Regarding AI behavior, what if certain enemies, when they get stuck, try to shoot at the obstacle in an attempt to break through? Others might try to flank you around corners, but the "smarter" ones could create their own path.

Here’s a question, what are the chances of implementing a bullet vs bullet mechanic, something like a more direct offensive-defensive approach, instead of just dodging? For example, could high-rate-of-fire weapons like a 20mm cannon be used to shoot down incoming enemy fire? Or would that be redundant now that the new APS System is in place?

And lastly, is there any chance we could get a Val bunny suit cockpit icon, or maybe even alternative skins for her in the game?

Hi, it’s great to see so much progress in every aspect of the development, it’s really inspiring. Question, would it be possible to add screen shaders, like a CRT-style effect? The main menu and the top-down perspective already give the impression that the game is being viewed through orbital cameras or recorded footage. Even the death screen could look like a “battle simulation failure,” similar to those old safety or training videos.

Also, what about your small tanks being designed more for fast-firing low damage suppression rather than direct kills? They could serve to distract the player, maybe two or three shots to damage the armor. These gremlins could attack from multiple angles, forcing the player to divide their attention while more dangerous enemies move in.

Idk if you've seen Oban Star-Racers, but I really like the dynamic between the characters specifically Molly and Jordan. Molly is the pilot, she flies the craft, while Jordan serves as the gunner, managing the weapons. Maybe you could take a similar approach by making Val more focused on maneuverability, and the second character more centered on firepower. If you choose Val as the main pilot, the second character will provide radio support focused on weapons and combat strategy. But if you choose the second pilot to take the controls, Val will offer guidance on navigation, maneuvering around structures, and avoiding unnecessary destruction.

Val: "That’s another building down! You do know you could try maneuvering instead of plowing through everything, right? They’re not paying us if there’s nothing left to save."

Gunner: "Shut up and let me kill these things."

Val: "Great. Now half the town looks like Swiss cheese." Something like this? I’m not sure. Inspired by PetalCourt

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About the story, it's kind of common the classic mercs or government mech forces. But what if, instead, an insurance company tired of massive losses from constant destruction decides to take action? To combat this, the company invests in the player and their mech to repel invasions and protect insured buildings. That’s why civil transport, housing destruction, and property damage are all taken into account. Inspired by the Bernardelli Insurance Society in Trigun