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Spartizant

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A member registered May 25, 2022 · View creator page →

Creator of

Recent community posts

The boat is definitely the best part, you need to build around it more. Liked your mutation system(and don't want to know how the player looks). The insect wings felt very awkward to use, maybe put them on shift or something? The player feels very stiff, I think the main problem is the lack of weapon animation, make them move during runing and jumping etc. Add some ui vfx for abilities using like vinitte or speed lines. The binocle using looked silly, move it upper to the eyes and hide I think

Thanks for feedback! It seems you had the same problem with the camera. Yeah it was the hull and I am currently testing with it hidden from player

Nice progress!

Make the music and master volume turned on by default, I thought there is no sound at all

Add something like round progress bars for the icons on the research tree so I can easily see that this thing is in progress

Work on the launching presentantion, like this is the main point of the game but it looks like a side thing and nothing cool about it, you even dont adjust the time so it is possible to blink and miss everything

Thanks for playing!

I started the game and the camera pointed straight down at my body and it very disorienting, took me a while to realize what was happening.

Damn never had this and dont even know why would it happen 

Cockpit UI limits visibility too much, I assume it will be complemented by the radar once it's working but also maybe smaller frames could have heads that give more visibility.

Yeah the ui is in deep progress

With the autocannons at point blank I was having trouble hitting the target's chest, I think the arms are covering the chest hitbox.

I'll check it

Boosting when the meter is at 0 stops your mech which seems unintended.

Weeeeeell it was half intended as biped chassis cannot boost and run at the same time and the boosters still active just weak but it gets annoying so I'll make it turning off when there is no fuel left

Boosting is also very sluggish. Fine if you want your mechs to feel heavy and sluggish but if you want to make them feel nimbler then boost should give you around 10 times the acceleration it gives right now if not more, just to help you change direction or correct your mid-air movement better.

Guess I will implement setting for how fast you burn fuel

I dont play shmaps and havent played them since dumbphones but your cool grathics forced me to try. Love your soundtrack, very sega nostalgy provoking. I felt like your pickups look out of place, too big I think. Also the default weapon rockets?  shoots in too much quantity and very dull themselves, maybe make them larger and more interesting? If they are rockets you can add exhaust and trails

Love your controller so far, keep it up! Please add some indication to the slowmo, first time I activated it I thought it was a bug, I returned to the main menu but slowmo was still active in it as well

Great stuff

If you are not using the second joistic for the camera maybe put it in use for the hovering mode? It could grant 2 axis for  forward and side direction thrusters, will be less of a helicopter, but if you make them weaker it could be fun for positioning I think

(1 edit)

That was fun

Great aesthetic though it feels like it lacks readabilty for colliders, sometimes I failed to understand why the enemy can shoot and I cannot and it felt unfair, maybe add thicker outlines from the light source direction? and make line of sight more defined with color or maybe even add some borderlines

Aslo add window mode, it launches on the wrong screen and I cant move it

I installed addon for linux packaging (16gb btw thank you tim, now only my ue5.5 weights 60gb) but it fails to build, I googled my problem and for a couple of time it was mentioned I found no solution, it seems it appears on ue 5 if you try to package from windows. Sorry, mayby next version will fix it

Thanks! I see ammo as a part of balancing since the mechs have relatively small hp. Could add pickups for longer missions or something like deathmatch mods

Thanks for the video! So you didnt figure out to move cursor on the mech in the armor view to look up the armot thickness? I need to guide the player then.  Also you need to hold shift not only on the ground but in the air too

HAWKEN

Never played hawken tbh, but yeah it also looks greenish.

the cockpit view felt a bit claustrophobic, there's very little free window space to see what's in front of view

 I will implement different cockpits, just dont know yet will I implement pilot/cockpit armor module or make them just for different hulls.

mechs felt very heavy, even the lighter hull, i get the appeal, but trying to move and hover and dodge when you are so heavy becomes a pain

Will add lighter hull and chassis, also making bot less retarded could fix it. When I tested it with an actual player we naturally holded some distance and hitting/dodging feels much different and the armor starts working better

having your components damaged feels very punishing, like i have no control in my opponent hitting my legs and when they do i am completely helpless, maybe there should be a consumable item to fix your own components? idk

It was even worse at first. Guess I will balance thresholds for being broken/efficent for different chassis

when you hover vertically and look downwards while using the largest hull, the body of the mech is so wide that it obstructs the view.

Yeah maybe it was not that good of an idea to put the camera almost  where it actually is. I saw it as a part of build balancing. Will try to tweak it

On hiatus. I need to figure out the landing procces,  dont like the current one

My goal is to have original designs. Newer vehicles should fit that criteria better.

Nice!

Reuse of other vehicles' chassis is very common IRL. 

Sure but often with modifications like swaping crew place, engine and transmission, the amount of wheels because of different weight distibution etc

In your case Im just telling that symmetrical things are just boring for the eye in general, so you can move the cabin with the gun on the backside and give it an asymmetrical shield for example

Well I am not a wargame player and was rather bad at RTS so do not take my opinion seriously

Did you press tab by mistake? In debug mode you can control enemy units.

Yeah seems so

Units can run out of ammo

Didnt notice that, still advise you to make more descriptive and reactive icons so you can see whats going on without clicking on every unit

They're final-ish. The textures and mesh might receive improvements but their overall design won't change.

They look good  but just a little too generic for my taste

The infantry looks nice

I like the recon car shape and it will look great with some additional details on geometry and texture

The truck is also good but gives off too civilian impression somehow

But the tank is just pz3 and I dont know why to use it in something historically non-accurate instead of charismatic things like early french tanks for example

Same goes with the artillery, you just slapped a box thing in the middle of pz3

Amazing art in the main menu, did you draw it yourself?

Can you add the main commands as buttons somewhere in ui

Aslo it will be good to have this commands over units heads statuses as they follow them and make them color-coded

It feels like the motor sfx is bugged

Units randomly stop shooting or even stop completely, at the same time I suddenly got control over enemy unit so maybe this is related 

Also are your units models final or wip?

Ok, I still dont see any bonuses for immersion but maybe your execution will show it

To be honest for me it looked like a helicopter with invisible/lagged propeller, so maybe add some flame to thrusters and even contrails as it flies away?

Well this is exactly my point

How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?

Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?

Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please

Dont remember anything about the bug, it occurred only once so maybe it was on my end anyways

Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters

It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make

I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me

If you make a platformer you need to make jumping feel good!

You change jump force or/and gravity non-linary to remove this floaty feel

When you press jump just a little before landing and it didnt work it feels frustrating, to fix this you make for jump button a bool and allow it to be activated for some additional frames

Awesome progress, cant wait for the new missions!

Now let me complain

It seems like the enemies get stuck inside buildings even more, maybe redesign maps a little to remove this pockets if it cannot be fixed with pathfinding

Rotary cannon is now obsolete, maybe it could be balanced with mobility and other stats?

The bugs mission feels underwhelming compared to the others, add some variety like fatter/ spitting monsters?

Didnt like the free movement on world map, it felt rather annoying and timewasting, giving literally nothing over classical options, I think it will be better to make it snap to points or selection with the mouse instead

The game crashed during mission 5 once

Thanks!

I can represent velocity vector inside cockpit as a 3d arrow but not sure how to put in the default ui without rendering it on a separate layer

Im planning to add different engines for better customization

Yeah the feel of speed is lacking mainly because of my empty environment I think

Yeah the impact damage is still buggy

It is dependant on the speed and the same for all mods

I will try to add a toggle button for alternative flight mod controls next time!

Not sure about the weapons, may try a stationary variation for the outer pylons

Got stuck on the first tutorial mission

Pretty cool controller already!

I think you need to make the camera leveling to horizon while standing unmoving on a slope, otherwise it feels like a gravity change

Good thing you added vertical movement for the big gun - using it became fun, but there is no reason for artillery to not be able to look up at 45 degrees

Withot a coax I think you need to put secondary weapons on space as well, using flamethrower or rockets would be much easier

Cool that you allowed to play ordinary tanks. Check their colliders, Im pretty sure I got immobilized and killed by infantry bullets

Still my biggest issue with the game is movement - it feels very unsatisfied and lenten(?). I thing the biggest reason for this is the lack of drifting. Please research the physics of old arcade racing games 

The agdg-head enemy has the potential to be pretty fun, make it to listen to player input and camera direction for good dodging

After pressing the booster I cannot turn it off neither change the direction even a little, is it working as planned?

When changing the gravity flamethrower does not spawn particles 

For me the walk sound feels VERY annoying, more like a shuffling geezer than someone huge and metallic so I prefered to fly around to just stop hearing this

Cool level design

Controller feels like the default unreal cmc and this is pretty bad for platforming, you need at least to add input buffering and override jumps with curves or timelines

Finally we can say it

They are NOT too small!

Too slow even with the lightest build?

As for rotation I am planning to add scaling from mass/power ratio

Thanks, fixing inertia seems my top priority

Thanks, will add key binding for the pylons in the settings I think

Thanks! Yeah it feels floaty mostly because of lack of camera feedback I think

Nice progress, it feels definetely more accessible than before

Make WASD the default instead of arrows

Hope you will add a garage with some tuning mechanics for suspension, tire grip, engine etc

As an artist, you need to constantly use this simple trick.

The way your screen is readable under grayscale filter, so it will be in colors

Thanks! I will definitely remake how ground friction works so there will be more sense in ground maneuring to fight inertia

Thank you so much! Yeah I struggle with control scheme, in my first submission it was more of a classic aircraft and this was even less convenient