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Griggy

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A member registered Jan 12, 2016 · View creator page →

Creator of

Recent community posts

Thank you for the feedback. Yeah the spawning can get a bit weird at times but have ideas on how to improve it. Thankfully turrets are not required to finish the stage so as long as mechs and drones dont spawn out of reach the game cant soft lock players.

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Yeah the clicking was a common complaint. I did not test to see if you could rebuy skills, it's possible the rebuy stacks their effects haha.

I saw the video! Thanks for playing. Yes the RNG could use more balancing. Once you find the rocket you kinda just fly through the game haha.

Oh super weird! This happens on all levels in all cases for you?

Thanks for playing!

That bug is a new one to me. By teleporter do you mean the exit platform where the different level UI elements show up? Mind describing the bug in a bit more detail and does it repeat even after restarting the game? Appreciate the feedback.

Makes sense and yes I agree critical dialogue should stop gameplay but moment to moment chatter could be allocated to the sides of the screen. The chatter itself is a great touch that adds personality to the squad.

Its a fun little game. Great job. I liked how I could drift with the mech if I boosted into corners haha.

My only issue were that the projectiles seem to stop where I clicked rather than keep going forwads till a hit was made. Other than that, great work.

Awesome game! I can see this expanded into a full title with coop! I liked having the squad mates and the radio chatter.

I would look into making the radio chatter not stopping the gameplay. Maybe there can be a chat log at the top or bottom of the screen for that? I aslo found it weird that I had to stop all movement before I could dash or shoot. I would have just made those commands cancel out all movement maybe.

Great Work!

This is a great game! Very well thought out levels which slowly introduce players to the various puzzles. I also loved the visuals. Awesome work!

Interesting concept for a game. Have not yet seen a wiki game if that's the propper way to call it.

You could raycast from the camera to see where a bullet would land, then you can have the projectile's aim be slightly adjusted to reach that point where the raycast hit. This is how I solve the issue and how I think most games does it. Give it a try.

Great visuals and some pretty funny moments with the voice acting. I liked the idea of having a series of characters and minigames to play in.

Wish you could play as different characters but I understand why that may be time consuming for a jam. The punching was kinda broken tho when spammed.

Fun game overall, great job!

Really fun game and visuals. I liked the many choices in maps and characters. I think some more game modes could go a long way as well. The aiming was a bit weird, it felt like my projectiles would often shoot to the right of where I was aiming. 

Love the idea and the music is a nice touch. I never realized I wanted a machine gun that can shoot cheese but now I do!

The controls could use some work, not sure if they were tank controls or not and it seem the camera can only rotate as far as the mouse can reach the sides of the screen? Lastly I would add some invisible walls to prevent the player from falling off the platform.

Great work!

Great visuals and story. I especially liked the implementation, is this HTML5?

I would love to see a fully voice acted version of this.

Great visuals! The resolution could have been upped a bit even if it was at the detriment of the art style but loved it overall.

Very cool game! I really liked the design of the mechs, super unique and made me just wanna watch an anime series based on them haha.

I may have found a bug where the exploding units did not render for me cause I could hear them then randomly an explosion went off near me and I died. In addition to that I feel like pulling the camera out a bit more would be nice so targets can be seen more easily.

Great entry overall.

Very fun game. Loved the visuals and simple yet engaging gameplay! I couldn't finish it tho cause the last tank unit in wave 14 decided to peace out and walked out into the ocean, never to be seen again. It was too funny for me to be upset :D

Very cool visuals and lots of combat options which I liked. Awesome job!

The controls could use some work however, I found using Ctrl to do a dodge to feel odd. Might be better to remap to the shift button instead and perhaps have boost be space or maybe just holding shift rather than tapping it?

Awesome visualls and interesting style overall. The shooting could have been mapped to then mouse clicking cause space bar feels a bit odd. Not sure if the game bugged out or if the game ended once I reached the space station cause the song was playing but nothing else was happening and none of my controls were responding.
Still, impressive work and aesthetics.

Nice game, really liked the mech design and the retro style to the music and audio. I think the camera is a bit buggy, from what I can tell you can only rotate it based on how far your mouse can travel before hitting the sides of the screen. Might be best to use a mouse delta position for camera control rather than what appears to be a mouse screen position? This way you can also hide and lock the cursor to the screen center for better immersion.

Great work overall.

That helps, ill look more into this. I assume the DPI on your is not super high?

Could you clarify, the camera movement was too fast even with the sliders set to the lower settings in the options menu? Might need to better scale the sensitivity in the code if that's the case.
Thanks for playing!

Thanks for playing and providing feedback!

The controls button was intended but we ran out of time and thus disabled the button. Hope to add a controls or more like how to play menu sometime.

As for where to go, each level has an exit marked by red smoke. The level size makes it hard to find but our recent udpate makes this much more doable. There is a marker on your radar now once combat completes and you now see a big blue column of light coming from the exit to help guide you to it.

Hope these changes + a few extra make the game more fun to play.

Understandable, the bug should be fixed now. Give it a try so you can hopefully enjoy the game fully.

Interesting, this was on mouse or track pad? Never experienced that kind of drift during testing but there also is no implementation for dead zone that could help.

Thank you for the feedback. Check out the latest build. Left some sliders in the options menu ;)
We also rebalanced the game to have a more intentional progression and difficulty curve.

Should be fixed now with the recent update. And yes there is no save function for the game. Data persists only for the play session. I never tested the standalone build but that one might actually persist data.
Thanks for playing!

I agree on the extraction point. We will be updating the UI later to include a marker that helps guide the player to the extraction. Have some other ideas on how to make it easier to spot and get to it.

Thank you! Please check out the latest build which has audio finally. UI polish in the works :)

Thank you for the feedback. Our UI will certainly get an overhaul and hopefully will be more useful. Regarding your comment on the "Repair Shop", that is most definetly a bug! Thanks for bringing it to our attention. That's going to the top of the list for the next update.

Thank you all for playing! Just pushed update 0.8.13 which implements the audio assets the team worked so hard to make. More updates to come!

Thanks for the feedback, we have some UI assets that will help a lot with the communication. Should see improvements in several days.

Thank you for playing! We have a lot of mechanics implemented but not yet fine tuned. Hope to roll out some quality of life updates in the next few days. Check back soon!


And yes lots of potential here. We will look into how we can expand on the idea some more.

Thank you all for the amazing support and feedback. Keep checking in, we have new art assets in the works.

It was a PS5 controller wired in via USB.

If this is a Unity Canvas, the `Canvas Scaler` component should have a `UI Scale Mode` field. Try setting it to `Scale With Screen`. The canvas is tricky to get right but found that enabeling scale with screen size helps a lot.

Oh right I recall that. Still impressed with what was acomplished given limited time and stressful weather.

Maybe I need to replay it. I recall the camera being off a bit for my taste. Possible my issues stem from the camera's height.

Fun little game. Feel like the audio could use a bit more work to give the action more impact.