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(+1)

I liked this idea! combining cards with a turn based platformer! It is a good mix of genera that all work together. 
So, there are lots you could do to implement better platforming, but that is all documented out there. I thought the pushing my own mechs / other mechs was a little silly, and I was totally confused about which mechs were friendly or not at first. At least change the color of the bad-guy mechs. Or make the good guy ones blue.


Some ideas:
•I wish only one of your team mates was solid, and that you could use them like a block to jump on.
•I wish the different mechs you have could be easily switched between before ending your turn collectively. Along with that instead of stamina for the turn, I wish there was a range that you could travel to so I can position myself carefully
•I wish you leaned a little more toward infiltration / stealth games. with things like line of sight, staying in the shadows, avoiding / disabling sensors, and guards that alert other guards, and finding a good spot to hide for the end of your turn.
•I would love to see your stamina system apply instead of movement, to the actions of your cards. A missile might take 3 stamina, where an energy or shotgun only takes 1. and be able to take more than 1 action per turn.
•I want the mechs to have more different decks / cards available. Preferably pre-mission during a load-out screen.
•I wish you had a little more feedback such as projectiles flying, damage numbers popping up, etc

I say all of this because I like your game. These are suggestions to take or leave - your choice.


Thanks for your suggestions. We actually were thinking about the ranges of movement to be by a drone, the mechs could not surpass a certain space and if they surpassed it their damage will decrease or something like that. Also We Wanted to make unique cards and classes of mechs but unfortunately time ran out. Would you play it again if we developed furthermore?