Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

I played this and honestly i have nothing negative to say besides some small nitpicks.

 The railgun ammo is a bit too scarce. I suggest to add a secondary weapon slot, and leave the rockets to be a tertiary option with a different keybind (maybe R? makes sense...)

 The menu music is a banger, and the sound design is really good... except for the rotary cannon spin up sound, i didn't really enjoy the high pitch of it. 

The visuals are amazing. I like the pixel(? (voxel(?)) style environment destruction a lot. Might be my unconfirmed autism ringing, but I equally enjoy the warm and comfortable color pallette, especially the amber-light grey UI of the menu. I really like the mech design as well.

I think this is pretty cool, and i'm not even really into these type of games. Good work.

(+1)

Thank you for playing!

 The railgun ammo is a bit too scarce. I suggest to add a secondary weapon slot, and leave the rockets to be a tertiary option with a different keybind (maybe R? makes sense...)

I could start the player with more ammo loaded into the weapon. I ended up cutting the amount of ammo provided by crates so they give 1/8th to 1/12th the max ammo amount, but maybe it's too little now. I've been quite torn on whether or not the player should have two weapons - the missions are very short and the game's playstyle tends to change dramatically with certain weapons, so having more than one might be too much firepower. That said, I can see how being able to switch on the fly to a second weapon would still be nice.

 The menu music is a banger, and the sound design is really good... except for the rotary cannon spin up sound, i didn't really enjoy the high pitch of it. 

Interesting. I'll try lowering the pitch of it - maybe it is too high. It's actually the classic sound of the Splinter Cell night vision goggles going off combined with a sped up minigun spinning without ammo.

The visuals are amazing. I like the pixel(? (voxel(?)) style environment destruction a lot. Might be my unconfirmed autism ringing, but I equally enjoy the warm and comfortable color pallette, especially the amber-light grey UI of the menu. I really like the mech design as well.

Glad to hear you liked the visuals. Technically the models are both! I make everything in voxels and then convert them to pixel art sprite sheets which are then stacked up in "slices". Sprite-stacking is the term for it - it's kind of uncommon since it tends to be hard to optimize, but I've developed some methods to keep things going smooth.

I think this is pretty cool, and i'm not even really into these type of games. Good work.

Thanks again for playing and the feedback, it's very appreciated!

(2 edits) (+1)

 >the missions are very short and the game's playstyle tends to change dramatically with certain weapons, so having more than one might be too much firepower.

Maybe have some sort of a loadout points to limit too OP builds? Or maybe even giving the player some disadvantages like slower movement speeds... 

> It's actually the classic sound of the Splinter Cell night vision goggles going off combined with a sped up minigun spinning without ammo.

Haha, nice.

>Technically the models are both! I make everything in voxels and then convert them to pixel art sprite sheets which are then stacked up in "slices". Sprite-stacking is the term for it - it's kind of uncommon since it tends to be hard to optimize, but I've developed some methods to keep things going smooth.

Interesting, i like hearing about the technical side of people's projects. Your stuff kind of reminded me of the 2nd generation Command and Conquer games where they used a hybrid system of sprites and voxel models, so i figured you had something similar.


This is easily a banger. I wanna emphasize how good the menu looks and sounds, like seriously.  Everything just works visually and audibly.  Sorry for the excessive rambling, but for some reason, it reminds me of a strange combat flight simulator game i played on the PS1(???) a decade and a maybe half ago. I barely remember anything about it except that it had some striking 3D flat-shaded visuals and similar music. Anyway, Good job.

(+1)
Maybe have some sort of a loadout points to limit too OP builds? Or maybe even giving the player some disadvantages like slower movement speeds... 

Not a bad idea, will definitely try this once I have a proper hangar/loadout screen implemented. Some different engine types might help balance very heavy loadouts too. Current mission menu is just a placeholder for now.

Interesting, i like hearing about the technical side of people's projects. Your stuff kind of reminded me of the 2nd generation Command and Conquer games where they used a hybrid system of sprites and voxel models, so i figured you had something similar.

Totally, I think they used a similar method of converting voxels too!

This is easily a banger. I wanna emphasize how good the menu looks and sounds, like seriously.  Everything just works visually and audibly.  Sorry for the excessive rambling, but for some reason, it reminds me of a strange combat flight simulator game i played on the PS1(???) a decade and a maybe half ago. I barely remember anything about it except that it had some striking 3D flat-shaded visuals and similar music. Anyway, Good job.

Interesting. Would love to know what game it was if you ever find or remember it, it might just be up my alley, haha. Thank you again!

(+1)

> Some different engine types might help balance very heavy loadouts too.

You should definetly explore into the customization territory. People love tinkering with loadouts and seeing what works and what doesn't, and your game will likely accept that sort of gameplay nuance very well.

Anyway, best of luck. You're doing well.