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A jam submission

Cyberdome Penelopenxia AlphaView game page

Brave the life of a robot gladiator, optimize your build and fight impossible odds in the Cyberdome!
Submitted by CyberdomeDev (@CyberdomeDev) — 2 days, 5 hours before the deadline
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Cyberdome Penelopenxia Alpha's itch.io page

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Comments

Submitted(+1)

Hey CyberdomeDev!

I want to apologize to you because I was not able to record any video feedback for your game. I tried the linux build, but I was not able to get passed the first screen with the robot girl:

Based on your itch page, and dev on break video I assume she shouldn't look like that. I think your character is really cute, and it looks like you got a lot of customization. I did not play your game, so I wouldn't be able to give you any good feedback, so I am just going to end it here. I look forward to seeing how your game improves in future demo day streams. Good luck

Developer

Thx for trying! 

If I had to guess, the game failed to build a default save file

Submitted(+1)

It's ok. Don't waste time trying to fix something that only happens from small number of players. I am sure you got more important feedback you can put to good use.

Submitted

I only played for a short bit. My general impression is that it's really rough, here's some notes:

- Text rate is pretty slow.

- I don't like how attacks happen in the movement direction not the camera's, but I also don't like how you attack towards an enemy if they have a target on them even if you're not locked on.

- I was messing around in the internals menu for a while but it is hard to understand. I installed some parts but I couldn't tell if anything was happening ("basic movement").

- The combat felt really floaty, and the UI is hard to look at during a fight to see whether you actually got hit or not.

- Please don't bind inputs to mouse wheel click.

Developer (1 edit) (+1)

Thanks for playing! 

-The some of the choices for the camera and floatyness are an attempt to imitate Kingdom Hearts or Phantasy Star Online 2 to a degree, but I know it's not for everyone and I'm still open to small ways to improve upon it. 

-The Internals menu is definitely a lot for people to take in at once. I'm planning to have an actual tutorial and to gradually introduce the mechanics of it between matches, which will hopefully make it easier for people to get into. 

Thx for taking a crack at it tho!

Submitted (1 edit) (+1)
  • I don't know if the graphics options do anything (or if the game even needs graphics options), but they should be separated instead of just having one Low/Medium/High/Ultra setting.
  • Right clicking should go back in menus.
  • Is there any reason you'd ever want to put an eye inside your arm? I feel like parts should be grouped by what body part they go in instead of function.
  • I don't like the collapsing body part list. It's unwieldy and I don't think you need to save space that badly.
  • The bloom looks like ass.
  • Increase the minimum attenuation radius for player sound effects like footsteps so that they don't get way louder when zooming in.
  • It took me 10 minutes to figure out how to get rockets working, and another couple for the guns. What's a gun printer supposed to be, why does it go in your abdomen, and why do you need two of them for it to work?
  • Wiring is not intuitive. I pressed Tab to go into wire mode, but couldn't click anything and you don't get any wires until you click the unlock all button. You should be able to click the white circles to place a wire. I'm not sure what the point of wiring is even supposed to be. What's there to stop you from filling up the entire grid with wires, other than the miniscule cost?
  • If you enter and leave wire mode, and then switch to another body part, the parts there will stay hidden until you enter and leave wire mode again.
  • Why do I have to drop my rocket pods to switch to melee? What are they supposed to be for other than getting some effortless kills at the start of a round?
  • Why can't you pick dropped weapons back up?
  • Small items like dropped weapons shouldn't collide with characters.
  • You can't dodge backwards, even diagonally, in TPS mode.
  • Keep the camera centered in TPS mode. Off-center cameras are garbage.
  • Having to press a button to switch to another camera control scheme to use guns and then having to drop your guns and switch the camera back to use melee makes the game feel disjointed and clunky. Melee and ranged combat don't flow together at all. I think you need to focus on one camera scheme and drop the other entirely.
  • Dialogue font size is uncomfortably big.
  • Had the Maxotaur spawn right behind me and kill me before I could react. 
  • How are you meant to avoid DDOS MANOS's projectile spam other than staying on the other side of the arena?
  • What's the point of flares? Either you press the button (at no cost) during the huge warning window or you die. There's no decision-making involved. And MANOS has no cooldown on his missiles attack, so if he uses it again before the cooldown on your flares is up, there's nothing you can do.
  • Your bullets need to be faster. Hitting moving targets is nearly impossible.
  • Red Comet got stuck in a corner where I could just shoot him until I ran out of energy and then finish him off with a few melee attacks.
  • Cobalt can be kited infinitely. At one point her AI broke and she got stuck maintaining a certain distance.
  • Rockets are way too strong against bosses. There's no reason not to spam all your rockets (that you're always going to have) to take away 70% of their health right at the start.
  • Loading the last two maps somehow takes up 100% of my CPU and freezes the game for several seconds.
  • After beating Cobalt, I became unable to tab out until I restarted the game, and this screen now looks like this:
Developer

Thanks for playing! Being the first to fight Cobalt and the feedback!

>Is there any reason you'd ever want to put an eye inside your arm?
Most modules give stats in some form regardless of where they're placed, optics are one of the exceptions

>What's a gun printer supposed to be?
After dropping your guns you can press the same button to 'print' new ones. The character reaches for her stomach to do this and it's essentially how you reload, some enemies will also drop ammo and rocket pickups in the future, but atm those only come from certain events

>Wiring is not intuitive 
I'm planning to have better tutorial segments than the dialogue spam when internals opens up 
AND
some important visuals are missing
AND 
I forgot to explain stuff like Metabolizers and the Reactor,
so definitely not your fault and ty for your perseverance. 

You'd only need 1 gun printer to get the ability but if you used the pink or yellow one it would've needed to be wired to a power source (a pink Main Battery or Reactor you upgraded with the cheat menu). In short, a solution would look like this:

(but there's no way to really have known that, very sorry)

 >bullet speed needs to be faster 
bullet speed is a stat you can increase with 'Bullet Accelerators' in the weapons tab, ideally you'd want enough speed to always hit while locked on. Planning to make newly unlocked modules a lot more obvious so it's easier to notice.

 >DDOS MANOS's projectile spam
bullets you can deflect/reflact by blocking, the laser walls you should have enough i-frames to dodge through and the missiles you'd want flares for (or you can shoot them out of the air). Flares are best shot as the missiles start coming out and if it's working right you should only need 1 to distract a barrage and if you need more you can just install more flare launcher modules (since they stack)

>Maxotaur spawn right behind me 
ah right, need to fix that 
>Red Comet got stuck in a corner 
that's new, need to fix that 
>Cobalt can be kited infinitely. At one point her AI broke and she got stuck maintaining a certain distance 
there's been a recent issue with all the enemy ai that this might be related to, thx for letting me know 
>rockets way too strong on bosses
agreed 

>Loading the last two maps somehow takes up 100% of my CPU and freezes the game for several seconds
VERY STRANGE

>"I became unable to tab out until I restarted the game, and this screen now looks like this:"
Ah, I think match generation didn't know what replace Cobalt with and gave up, will fix

Much Appreciated! ^_^

Submitted(+1)

Visuals: I like it, animation is very cool. Character is cute, also it's a nice touch allowing color customization. Though you could probably include a basic mode for it so you only have main and one or two sub colors to change instead of 8 or however many there was.

Audio: Sounds good to me.

Movement: Keybinds were fine, though I kept forgetting what block was. Movement is fun to execute, especially slides since it's granular instead of a straight line. Homing onto an enemy from the air is fun, though at times it felt difficult to judge how far the homing would go and sometimes I would stop shy of them and get clobbered. 

Arena: 2hard4me, though I don't really play these combo action games. Kept getting one shot by the big dudes or accidently eating a bomb in T1. Being one shot is very punishing for the first challenge, also I couldn't find rockets in the default layout so I have no idea how to kill the flying enemies dropping bombs. The arrows feel a little vague to rely on, I mostly just spun around like a mad man and scanned for enemies walking into the arena. I also did that because I felt paranoid that an enemy would sneak up on me otherwise. Consider adding a radar system so it's more explicit?

Garage: Presentation here looks great. Looks like it has a deep system, but from the beginning not much seems to be available to customize. I noticed that for the module abilities I have to scan over all the items in the different tabs if I were to look for a module for only one body part. Maybe add another set of  tabs of 'sort modules by their abilities for a given body part' or something to make it easier?

Seems like you're making good progress on this game.

Developer(+1)

Thanks for playing! :D

>How to kill the flying enemies droping bombs
if you jump before kicking, you do an attack that lets you bounce upward off enemies, letting you climb the bombs they drop. (might add using it once to plan for the tutorial)
>Arrows are unreliable 
I'm glad you noticed them at all! They were a bit of an experiment, and only hint at where enemies are currently spawning in. I've been trying to avoid a radar just cause I think people would exclusively stare at it and not look at anything else... 
>sort modules by their abilities 
Ah, it used to be clicking an ability in the skill tree would do that, but I guess I forgot to re-add that after re-doing all the UI. Thanks for bringing it up!

thx again!

Submitted(+1)

The combat was a little confusing, dodging was always drawing energy even when my BP was full. Not sure if that was a bug or if there was an upgrade somewhere I was missing. The rocket launcher is cool but I could only get it to work on the targets in the practice level.

But the depth to the customization is cool. I had a couple bugs like multiple upgrades showing up over each other when I was trying to place them. Some UI changes like being able to wire between body parts more quickly would be good too.

Developer

Thanks for playing!

>Dodging
Dodging costs 50 BP and atm the starting max is 20, I should probably make it at least 50 to prevent confusion tho
>rockets
Oh, they do seem to be bugged, fix for that on the way
>multiple upgrades over each other
Ah, knew about that one, but thanks for pointing it out