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TigerTeam

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A member registered Jun 02, 2023 · View creator page →

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Hi Gr8H8, thank you for taking time to give us feedback! A new demo is in the works and we are going to make sure it run really well this time!

As for feedback:
- We will add skip intro and cutscene to next demo

- The story will also make sense and give more context to situation since we are just making the actual game now. Demo you are playing was made to try and get publishing, we are just self publishing for now and will make higher quality :)

- I will balance sound better. This demo I use mostly terrible TV speakers because I have hearing damage and don't like to listen to things with headphones. Just going to suck it up this time and have headphones and properly balance sounds xD

- We are going to add more content in new demo, enemies, weapons, mecha types and parts. Stay tuned!

- Resolution was a sore spot, we will fix it. Many people have report issues with it and we will make sure it works well for new demo

-There is a new downward dodge feature currently added to address this

Hey Joshie, yeah the Demo was overtuned on difficulty and this was the version where we didn't patch in the skip intro haha, sorry about that. There is a new demo in the works and we will make sure that build gets pushed through on Steam and much less buggy and jank! We honestly have no idea how this performs on Steamdeck  but will definitely look into getting it working for launch. Thanks for playing, we really appreciate all the feedback people like you, Rathalos19, ditalos, or ArdentGamer give :)

Join our Discord ditalos, you were the first person I thought of when I made it because you ask so long ago for it haha!

(2 edits)

Thanks so much for the very detail feedback, I will try to deal with it one at a time.
1. Weight is something being added right now as well as proper implementation for all stat modifiers. Weight will defining acceleration and deceleration values as well as turn time ( turn time represented as either degrees per second, how long it takes to turn 180 degrees, something like this, and speed of hockey stop turn. )

2. The tracking for weapons and accuracy in regards to friendly or enemies needs some work still. We were not able in time to add an accuracy nerf to the Sniper when at a certain window of time the Player inputs a dodge. Sniper Accuracy is also meant to have decrease at short range, but we again not able to implement in time.

3. Counter-Measure has reloading UI element, UI in general is still really bad xD, I am going to work on 4th iteration for our vertical slice.

4. I could only afford to commission just a few tracks, this project is funded solely from my pocket, but we will try to get more tracks to you guys soon and address the down time not having music. The voice acting is all placeholder and is terrible because it is done by me doing impressions of Metal Gear characters lol. We have many voice actors who are asking to work and we will get to proper VO!

5.  Yes, I 100% agree, melee has been a big focus for me on Combat Rework3, we didn't add blocking while range mode because of controller limitation but have  solution now. Mouse and Keyboard, wea re going to open up blocking and parry in Ranged mode. Controller will need compromise with combo button press, 'LB + RT / LT' will fire rockets, 'LT alone' will block, RB fire aux weapons, something like this. I am also working to see if we have a key free for Quick Melee so that we can quickly transition from combat mode with a single button. 

6. Boss was overtuned because I did the classic developer thing of 'I play this build for 80 hours and it's too easy, people will think this is too easy' and ended up make the Boss do too much damage, have too many capabilities, too much AP and HP, and probably not fun to fight. :(

7. STAGGER currently is still being adjusted, there are weapons that can do something call 'Heavy STAGGER' that we still need to add, we will definitely make tweaks based on Player feedback

8. More free form melee attacking like Batman series games ( just example) is not something we are looking at, we are going to try and solve the issue of multiple enemy engagements in melee with a better method of targeting. We are also allowing now for Players to use Hard Lock in Melee and Ranged and to cycle targets like in Gundam vs Zeta Gundam

9. HEAT capacity (baseline level) has been increased by about 60%, I agree the restriction was unfun.

10. Melee combat moves are still in-progress, going to add defensive actions that can cancel melee attacks like dodging. AI will also support these tactics

Appreciate the feedback, if you have anymore we would love to hear from you and I hope to address these issues because I 100% agree with the problems. Feel free to message me here or join Discord community where we are active on feedback :). Thanks so much for taking the time to write all this, means a lot to our team!

Hi, thanks so much for detailed feedback, I will address things one by one.

Melee is still being tuned. ammo count for weapons, ammo recovery rate, hard canceling attacks with other actions, damage, these things. I agree ranged is not tuned exactly well but the shield gun with lance weapon is overtuned for damage, current Combat 3 rework address some of this .

Parries were made easy on purpose because I had friends who play test unable to land with old timing haha, the current rework is 100MS, parry window this demo has 500MS window which is too high but we wanted to make it so people could parry, especially publisher haha. Parry function needs a bit of update, we are going to work on that.

Afterburner can be increased, faster is much cooler :)

HEAT cost is adjusted, I increase HEAT baseline by 60% in Combat 3 rework.

UI getting total rework in new demo for you guys, will make the armor and HP stat much better to understand


There is customization, but we were dumb and made it so it can only unlock after defeating Boss, I wish I didn't do this but it is what it is. Companions and companion command system is implemented in current build, can't wait to give access to other to try

Voice acting is rough, it was me doing impressions of Metal Gear characters haha and changing the pitch on some

Resolution bug is known, we are going to fix it for next build, apologies for this.

Please follow on Discord and Twitter for more news and dev updates:). We take a lot of community suggestions and questions there!

Yes, I can do that right now.

Hi, sorry about that, can you try to press ALT+ENTER a few times? This will minimize your screen and force the game to render the whole window, after that, you can adjust screen resolution and fullscreen. We will make sure this does not happen again on next build!

Hi thanks for the feedback, definitely agree. There is a sprint for us to address movement in general, missing feature weight, etc. We are going to be adding weight stat to armor, new build should address your concerns! You can keep up to date with posts we make on Discord community. Thanks for the feedback!

Hi, it's been a really long time since I took a look at that package. If it's ok, I will try to get back to you tomorrow. If you're specifically talking about display settings I think you need to confirm by pressing 'ENTER'. If it doesn't work, hop in the Discord tomorrow and I will do my best to address this, thanks.

https://discord.gg/SGYyz2DS

Thank you! We have a combat system overhaul right now that involves adding more weight and movement stops to certain weapons. We also reworking missile tracking. If you can join our DIscord, we are trying to get a build up that has the new combat updates as well as Companion system inside it with new graphics :). I would love to have more of your feedback there!
https://discord.gg/ee85CMBpMq

Sorry, for some reason I never saw your message  or got any notification for it.Thanks for the feedback, we actually did adjust difficulty significantly down for the new build. We also have the first pass implementation for the Companion system, so you can actually now bring an AI party member into the fight. He has really powerful abilities. I hope you will come back when we update the build! :)

Hi ditalos, thanks for the feedback! I am in the works for a new update that will add some features that will make the changes make more sense. Also, we finally made a Discord, I hope you can join!

Yes! Indeed we are still in development, I was actually going to post a progress update on indiebd very soon, though it was supposed to happen last month but some things cause us a delay. We are working on a new build after taking in a lot of the feedback we got from people and tightening up the gameplay and adding more features. Right now we are adding a brand new map with all original art assets we make ourselves that have hand painted textures like in Valkyria Chronicles. We also made a new animations for literally everything, new weapon models, and more. Progress is slow because we are only a team of 3, but we will have an update soon.

We do not have a discord, but we plan to set one up. If you want to contact any of the development team, you can follow us on IndieDB and message us directly from there! 

(2 edits)

Yes, hard lock is a camera lock on, that is currently finished in our new build! As for allowing players to cancel their attacks, that was a feature added in earlier version of the game. Players could cancel an attack with a block input, however we found it to be far too strong. We currently have two weapons designed which allow players to cancel attacks, one uses the block to cancel attacks and the other uses dodge. These are still in the design phase, however, with the melee system update and entire overhaul enemy AI animations and behavior; as well as a new enemy type being added, this may be added back to all weapons. Stay tuned, we look forward to sharing our new update with everyone when it is ready!

Thank you! I get the Valkyria Chronicles comparison a lot and it is one I am pleased about. We are currently refining the melee and ranged combat, AI behaviors, as well as doing a complete overhaul on the visuals. Current things in works are:

- Switching AI from Behavior Trees to a State Machine

- Soft lock for melee attacks and also a hard lock option

- More melee attacks in combo chain

-Melee attacks now assist in tracking and all melee attacks have increased distance covered

- Rework on parry and adding a perfect block option

- Dodge and movement rebalance and update

- Aim assist on ranged weapons

-UI update and redesign

- Infantry enemy characters, Shielded Valiant Variant

- New custom shader for characters and new material for environment

- Much more

You can follow our indiedb page here: https://www.indiedb.com/games/iron-valiant for more updates. I try to gather development stuff together to send out.

Thanks for your feedback and comment of encouragement ditalos, very much appreciate it