Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Glad I stumbled upon this jam. This game is absolutely fantastic, absolutely going to keep an eye out for more updates on this one in the future. I have no knowledge of any prior versions but my issues are extremely minor. With this kind of game, the absolute most important thing is that the game feels satisfying and this game absolutely nails it-- The movement, the shooting, the explosions. All wonderful. Really fun variety with the weapons and scoring system too. 

My only issues are aesthetic (and one mechanical)-- I found myself often losing track of my player character because the main mech has very drab colors that blend in with the environment-- Particularly in the first map (it's not as big of an issue with the enemies because they get outlined in red). In mecha anime the main robot usually has very flashy colors, like the Gundam's white and blue, and the tone in this game doesn't seem to be super gritty, so I don't see why the main robot can't have colors that make it stand out more.

On that note, I'm not sure if the lack of music during stages is meant to be just a demo thing or an intentional choice. If it's an intentional choice I respect it, but I do think some beats would elevate the experience. My final nitpick is that, unless I missed something, I didn't really notice any kind of progress indicator for how close you are to completing a mission. 

I understand something like an enemy count might feel tacky and "too videogamey", but I think it would make things more exciting if you actually felt how close you were to the end at any given time-- Could be something as simple as one of those Pilot cut-ins making a comment like "Just a bit more!" or something once you're near the end.


Like I said at the beginning, this game is one I'm going to keep an eye out and root for going forward. Especially the fact that it's in Game Maker-- Studio 1, too?? Astonishing. Keep up the good work!

(+1)

Oh! I'm a fucking idiot-- I forgot I also had a suggestion. I don't think this is something the game NEEDS but I think it would be badass if you could hold right click and do the multitarget thing but keep it held over a single enemy to unleash a barrage of missiles onto that single enemy. Might have some OP risk but it'd be a huge resource hog and I can imagine it being fairly difficult to do (if the enemy keeps moving and you're also dodging at the same time) so I think it could work. Frankly though I just think it'd look awesome.

(+1)

Thanks for playing and the feedback!

With this kind of game, the absolute most important thing is that the game feels satisfying and this game absolutely nails it-- The movement, the shooting, the explosions. All wonderful. Really fun variety with the weapons and scoring system too. 

Glad to hear that, I'm glad it checks out since that's been my focus all along!

My only issues are aesthetic (and one mechanical)-- I found myself often losing track of my player character because the main mech has very drab colors that blend in with the environment-- Particularly in the first map (it's not as big of an issue with the enemies because they get outlined in red).

Admittedly, in the previous build the orange filter for that level was turned off, but this DD I turned it back on. It makes the tones warmer and more appealing in my opinion, but it does affect the contrast of things and make it less readable. I might have to add a setting where you can just turn it off for levels if it's too distracting.

In mecha anime the main robot usually has very flashy colors, like the Gundam's white and blue, and the tone in this game doesn't seem to be super gritty, so I don't see why the main robot can't have colors that make it stand out more.

This is true, and a few people before have asked to be able to color the player's mechs. To be honest, I'm just not a fan of flashy hero paint jobs,  prefer more subdued "grunt" liveries with just decals. That said, I have a few ideas to improve the player's readability like making the outline glow perhaps when there's a lot of smoke or the aiming reticule is far away.

 On that note, I'm not sure if the lack of music during stages is meant to be just a demo thing or an intentional choice. If it's an intentional choice I respect it, but I do think some beats would elevate the experience.

Music is planned but I have yet to fully decide on what the game's soundtrack will sound like. I composed the main menu theme and the end mission jingle, but full on level music I just haven't been able to nail. I'll probably need to find a composer.

My final nitpick is that, unless I missed something, I didn't really notice any kind of progress indicator for how close you are to completing a mission. I understand something like an enemy count might feel tacky and "too videogamey", but I think it would make things more exciting if you actually felt how close you were to the end at any given time-- Could be something as simple as one of those Pilot cut-ins making a comment like "Just a bit more!" or something once you're near the end.

That's a cool idea and I think it's a smart use of the pilot windows/quips seeing as she already informs the player when ammo is out and health is low. Your radar does display an enemy count under "TGT:" by the way.

Like I said at the beginning, this game is one I'm going to keep an eye out and root for going forward. Especially the fact that it's in Game Maker-- Studio 1, too?? Astonishing. Keep up the good work!

Thank you! It's indeed Game Maker: Studio 1.4. Honestly still a pretty powerful piece of software in the right hands, it's not that outdated from GMS2. I'm only using it since I just can't stand the UI of GMS2, lol.

Oh! I'm a fucking idiot-- I forgot I also had a suggestion. I don't think this is something the game NEEDS but I think it would be badass if you could hold right click and do the multitarget thing but keep it held over a single enemy to unleash a barrage of missiles onto that single enemy. Might have some OP risk but it'd be a huge resource hog and I can imagine it being fairly difficult to do (if the enemy keeps moving and you're also dodging at the same time) so I think it could work. Frankly though I just think it'd look awesome.

That's a mechanic straight out of Warhawk on the PS3, haha. I'd love to have that added, I'll probably have a weaker "swarm" missiles that does less damage than the current ones but can be stacked as you said.