Thank you kindly for playing and the message! I'm really happy to hear you like the game and the designs got you into drawing, that's great!
I believe it would be cool to see the weapon pylons or the weapons inside them on Valeria Sommers' M97A change in appearance depending on what kind of weapon we have equipped, both inn the hanger, and in the mission, like having the pylons extend much further out or have the barrel visibly extending out with something like the Railgun, have them angle themselves up or have segmented box that angles up with the SM launcher and following the arc, and more. You don't need to implement this at all though, I know its probably a lot harder than I think and would probably give you gray hairs, so it's up to you.
I think this would be a nice thing to see as well, but it's very low on the list of things to work on I'm afraid. It's definitely something I'll consider doing towards the end of production where overhauling the sprites or designs won't be a concern anymore.
I feel some sounds for certain parts might need to be more punchy, more brutal, more raw, and more powerful(this is purely my bias speaking, I adore the sound design of Trepang2, each gun sounds violent and brutal, like each one wishes to eviscerate yours or your enemies body).
I can agree with that. Even heavier sound effects for explosions or bullet impacts would be nice, especially since there's no music currently.
Now, I know its still in development, but I cant help but say that I wish there were more mission variety.
There's a bit too much for me to go over one by one, but I appreciate all of the ideas. I'm working on some new missions that will vary the structure and objectives similar to the ones you've written down. I certainly don't want every mission to be like the first six where you go around and kill things mindlessly, it'll get old quite fast.
The armor packages will also likely behave as you said; some offering better speed or protection at the cost of the overdrive ability. At this point I'm kind of considering removing the powerplant system entirely as I don't think I can put enough meaningful change into the handling or movement in the game with them.
Now, onto the lore, and the hinted at story.I like your approach of, well not directly telling it to us, but I think that can only go certain distance. I think it would be interesting to have some elements be told to us, but not in a 100% direct way.
This is being quietly worked on at the moment and there will eventually be cutscenes at the start and end of each mission to explain things. The factions you fight will also (hopefully) have a lot more behind them and a better reason for why you're fighting against them. Right now pretty much all of the mission briefings in the game and the general set up between each one is a placeholder, I intend to change things up a lot. There's also going to be other characters of course, not just Ms. Sommers on her own.
MAC or M/AC being a catchall term for high-speed crawlers is great by the way, I hadn't thought of that.
Thanks again, and I hope the best for you in the future!
You're welcome, and thank you as well!
