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
Spartizant
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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
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 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
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?
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
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



