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Thank you for playing!

I like the small filesize, very based. However, it should come organized in folders.

I don't have much control over that, but I agree it'd be nicer to have those extra audio files and such hidden away.

Framerate feels low (30 fps?). 

Can I ask what your system specs / OS is? I am developing this game on a 2013 Toshiba Satellite C855S laptop with 4 GBs of RAM with an integrated Intel Pentium 2020 graphics card. It runs at 56-60 most of the time, though when combat gets super insane it can drop to around 30 sometimes. For the most part it should be a steady 60 though.

 The ingame graphics look great and very colorful; feels like the menu should match it instead of being monochrome.

Glad you liked it. Those menu graphics are entirely placeholders for now. I will be redoing the main menu, mission screen, options, everything really.

I think the enemies should wait for you to approach them in the first stage, to give the player time to mess with the controls.

They actually do give the player some time as they have to enter the level, but it's sort of randomized so I suppose sometimes they can reach the player much faster than normal.

Boost should be mapped to spacebar instead of shift. 

I didn't plan on including key rebinding, but I suppose I really should now. Noted, thanks.

Gamefeel and juice is awesome, but paradoxically, the actual gameplay feels like shit. If there is a strategy to the combat, is it not obvious. You need to have some sort of obvious countermeasures for enemy units.

I'd like there to be countermeasures and things like smoke grenades to blind enemies so you can go at them full force. There is a bit of a cat-and-mouse thing with the city level in that you can sneak around behind enemies with buildings and such, but I agree it needs more depth. I'm thinking maybe if you hit enemies in the back you have a chance of staggering them or doing more damage, more incentive to play it stealthy/tactical. It needs work for sure.

Whatever you have right now can attract players, but it will not retain them.

This is true, and I respect your honesty. Thank you for the in depth critique!

My specs are fine, the cursor was felt choppy so I assumed the game was running at low FPS. For enemy countermeasures, I'm not talking about advanced tactics. This kind of mech combat is meant for 1 vs 1, or a low amounts of enemies. It does not fit Vampire Survivor-like enemy spam, as the player does not have the mobility for that. You either need to be way faster than than the enemies/projectiles, or have something like an i-frame dodge roll (though I don't like those in 2D games).

My specs are fine, the cursor was felt choppy so I assumed the game was running at low FPS.

That's highly unusual. Did you have v-sync or the alternate sync method enabled? Are you also running this on Linux with wine?

For enemy countermeasures, I'm not talking about advanced tactics. This kind of mech combat is meant for 1 vs 1, or a low amounts of enemies.

I agree, and I don't intend for there to be hundreds of mechs on screen for that type of combat. On the first mission they randomly spawn with a maximum of about 15 for each wave, but if you take too long they can gang up on you easily.

You either need to be way faster than than the enemies/projectiles, or have something like an i-frame dodge roll (though I don't like those in 2D games).

There will be upgrades for speed and armor, maybe with a dodge function built in with the dash. When you mentioned countermeasures I was actually thinking of having an APS system like on real tanks, i.e. your mech automatically shoots out small projectiles to deflect enemy bullets and missiles, but will eventually run out of ammo.