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Fair points all around. Most of those things were like 90% finished before submitting, we just didn't get the final push to get everything done. Like the UI hooks I made are in use in an internal build now, there are ammo counts, your reticle is clamped, there is a fullscreen option and mouse lock, etc.

As far as game balance and enemy balance goes, you are absolutely correct with your assessment; weapons just aren't fully there, and the AI didn't have enough time to cook, so to speak, and is a very bare bones GOAP implementation that I started to implement a bit too far into the jam. The intent was for Melee to be used as a form of counter to reload timings, but the reload timers were too short for it to feel fun, and the stun mechanics didn't make it in either.

The vision though, was for something similar to Armored Core VI's ACS strain where you could set the mech into a system restart sort of deal that would have allowed melee to really be something that would mechanically make sense, or do something like disrupting the opponents reload timers so that there was an ebb/flow to the combat where you'd get rewarded for taking the risk of being close range. The biggest issue though is that I just wasn't solid enough on the math to use in order to make the AI do a bit better of a job predicting where to shoot in order to actually land hits, which would have been necessary to hone in on the concept of being close being riskier, etc. So there basically would have needed to be 3 or 4 more systems fleshed out in order for things to actually all snap together in a cohesive way.

In short, we sort of let scope creep get in the way of finishing certain systems. I also took too long coding up all the 3d collision stuff because we used an engine that doesn't have 3d colliders, and even though it is billboarded 2d, everything actually uses 3d collisions, raycasts, etc. Either way, even though very critical I appreciate the feedback because nothing you said was wrong by any means.

(+1)

Ah scope creep. I've been in enough jams to understand how that feels. Sorry y'all couldn't get in everything you were hoping for, now that you've described it I can see what you were going for.

Hey, no worries! Not everything about the play experience was positive for those who have tried it, and knowing what feels bad about the user experience is how we fix those issues...and issues with UX are big problems that we should have put more focus into addressing prior to features.