yo, thanks for playing! The internals system lacks a lot of intuitiveness for a lot of people so that's definitely something I'll be looking to improve on. As for your first two issues, they sound very serious, I'll be looking very closely at these!
You got some solid basics here. Dodge/dash and boost slide/run already feel really good, movement is definitely the best part of this demo. Manually placing internal parts is an interesting idea, tho I feel like you should really add a loadout function to prevent tedium when experimenting with different setups. Anyway, this is a cool project and I am looking forward to future demos.
Cute robot girl. I like how you can attach parts to her. I got a ridiculous amount of sub batteries really quickly, and I don't know if I like parts being that disposable. Maybe I'm stupid and couldn't figure it out, but I feel like you should be able to rotate parts.
I also got a booster thing that let me dash and has terrible handling. When it came time for the ring races, I just wanted to crouch-slide and not uncontrollably power ahead, but it was tied to the same key. Turning the dash on/off quick also very abruptly jerks the camera.
Thanks for playing! Don't worry, you cant rotate parts yet so you weren't missing anything (I'll be adding that soon ^_^). As for the Boosting/Dash it's hardest to control when your blades are out (which is probably when people first try it) cause you go really fast and drift. (and if you right click it changes the camera mode and I should probably take that out) The trick is to hold forward and steer by pointing the camera where you want to go. Sorry there's a lot of stuff I didn't do a good job of explaining/making intuitive... ha~
Glad you still had fun, hope you'll give it another try in a future version! o/
Thanks so much! I've been meaning to add some QoL changes to the inventory tetris, so I'll get on that. (you shouldn't be able to put parts on her heart, lol, just noticed that myself yesterday but didn't have time to fix it)
>lock on
big agree
>too many kamikaze enemies
also agree, they're numbers are pretty awful before you get a gun printer, so I'll probably push them into higher tier matches
>too much thrown off stage
lol sorry about that, left it turned way up for humor, definitely plans to lower it
>crouching
atm the only thing it does is lower your hitbox and when you have Hover unlocked, pressing jump while crouching lets you hover along the ground (kinda like peach from smash bros) I've got other plans for it later, but might be able to put iframes on startup for it anyway, good idea!
>animations have no impact
yeah this one really gets me, I have a long story behind this but 100% agree, melee combat just isn't where I want it to be yet. Adjusting the animations might work, but I probably also need to change the way hitboxes are handled. Right now, hitboxes last a specific TIME window during the animation, but I might change it so hitboxes trigger on specific FRAMES instead.... dunno, it's missing that magic something for sure...
Comments
pretty nice game so far, ive got only a few nitpicks
- cute robot girl
-modifying internals is too sexy
- whenever i try to remove a part it just sticks around on the cursor
- for some reason gun printers dont work when you put the on the legs, why even let you put there to begin with if thats the case
yo, thanks for playing! The internals system lacks a lot of intuitiveness for a lot of people so that's definitely something I'll be looking to improve on. As for your first two issues, they sound very serious, I'll be looking very closely at these!
You got some solid basics here. Dodge/dash and boost slide/run already feel really good, movement is definitely the best part of this demo. Manually placing internal parts is an interesting idea, tho I feel like you should really add a loadout function to prevent tedium when experimenting with different setups. Anyway, this is a cool project and I am looking forward to future demos.
thanks so much! Loadouts are a good idea
Cute robot girl. I like how you can attach parts to her. I got a ridiculous amount of sub batteries really quickly, and I don't know if I like parts being that disposable. Maybe I'm stupid and couldn't figure it out, but I feel like you should be able to rotate parts.
I also got a booster thing that let me dash and has terrible handling. When it came time for the ring races, I just wanted to crouch-slide and not uncontrollably power ahead, but it was tied to the same key. Turning the dash on/off quick also very abruptly jerks the camera.
I still had fun messing around. Pretty neat.
Thanks for playing! Don't worry, you cant rotate parts yet so you weren't missing anything (I'll be adding that soon ^_^). As for the Boosting/Dash it's hardest to control when your blades are out (which is probably when people first try it) cause you go really fast and drift. (and if you right click it changes the camera mode and I should probably take that out) The trick is to hold forward and steer by pointing the camera where you want to go. Sorry there's a lot of stuff I didn't do a good job of explaining/making intuitive... ha~
Glad you still had fun, hope you'll give it another try in a future version! o/
Robot girl building part is fire:
Combat part is alright:
Thanks so much!
I've been meaning to add some QoL changes to the inventory tetris, so I'll get on that. (you shouldn't be able to put parts on her heart, lol, just noticed that myself yesterday but didn't have time to fix it)
>lock on
big agree
>too many kamikaze enemies
also agree, they're numbers are pretty awful before you get a gun printer, so I'll probably push them into higher tier matches
>too much thrown off stage
lol sorry about that, left it turned way up for humor, definitely plans to lower it
>crouching
atm the only thing it does is lower your hitbox and when you have Hover unlocked, pressing jump while crouching lets you hover along the ground (kinda like peach from smash bros) I've got other plans for it later, but might be able to put iframes on startup for it anyway, good idea!
>animations have no impact
yeah this one really gets me, I have a long story behind this but 100% agree, melee combat just isn't where I want it to be yet. Adjusting the animations might work, but I probably also need to change the way hitboxes are handled. Right now, hitboxes last a specific TIME window during the animation, but I might change it so hitboxes trigger on specific FRAMES instead.... dunno, it's missing that magic something for sure...
-thanks again!