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Plasmafluffy

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A member registered Oct 10, 2025

Recent community posts

Drop Command community · Created a new topic Demo Feedback

Hello! just finished playing the demo and here are a few pointers i would like to give in terms of general feedback! 

-It felt quite awkward to control multiple diffrent squads at once. since all you can really do is set a "defend here" point. I think adding an option to issue more specific commands with possible a right click menu or some other keybinds would go a long way toward making it feel more responsive!
 
-The friendly and enemy ai felt a little awkward in general. Often times when i was wanting to have a sniper squad take shots at a far away target they would simply not see it. or when i was telling any unit to move somewhere they would go somewhere totally unrelated, or VTOLs would act as if the cliffs are an obstacle to them. This however gets alot less noticeable once you are actually in a larger scale fight (tested via the instant action mode)
-I also encountered a bug with ai in general where they would stop trying to target Other combat units. aiming at the sky? (guessing they are trying to attack somekind of drop pod / dropship that is out of range) 

-I enjoyed the variety of vehicles present! The Mechs feel really seperated from the Tanks and infantry in terms of how you control them from infantry. However i do feel like infantry may have a bit of a weird role within combat with the current AI issues, with how they cant really intercept anything you point them at, and generally struggle to aim and shoot at targets, dealing very very low damage. I would reccomend adding a "latch on" ability like they have in the BATTLETECH tabletop to continueiously deal damage to a target. or maybe even being carried by other vehicle types.

- i feel the way the vtols specificly control is a little awkward. I would reccomend possibly adding a "full control mode" for the player to use where you can gain speed like a helicopter via tilting the craft forward.  I know it might be a lil complex but having the ai control vtols like this aswell would probably be too hard to implement. but having this unique mode of control would set the class apart in its maneuvreability and capacity for sick missile strikes and more complex Helicopter moves. 

-i felt the artwork was very low fidelity, however i do believe with the ammount of content in the game it is sort of justified. but there always is room to improve things like adding IK on the feet so they properly touch the ground and it looks as if they are propelling the mech forward, since alot of the time it really feels like they are on ice skates x.x. 

Thoose should cover the rough points of my time playing!  i am looking forward to future content being added to this project. As an artist and animator myself i enjoyed all the intricate designs and i am looking forward to what other whacky vehicles get designed in the future :D