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Thank you for playing again and the feedback!

It seems like the enemies get stuck inside buildings even more, maybe redesign maps a little to remove this pockets if it cannot be fixed with pathfinding

I've kind of noticed that as well, I'll see what I can do to fix it even though technically the mech enemies remain unchanged since the previous build. The buildings technically despawn when they're out of view, so maybe I'll just increase the size of the area before deactivation.

Rotary cannon is now obsolete, maybe it could be balanced with mobility and other stats?

I might end up giving it more ammo. Eventually there will be an arms dealer you buy weapons from; you won't have anything like the Vulcan or railgun right at the start of the game, and the rotary cannon will probably just be one of the default starter weapons.

The bugs mission feels underwhelming compared to the others, add some variety like fatter/ spitting monsters?

I agree. Don't worry though, I'm working on additional variation with them and also giving them different behavior by allowing them to burrow underground. I just didn't turn it on for this build, perhaps I should've.

Didnt like the free movement on world map, it felt rather annoying and timewasting, giving literally nothing over classical options, I think it will be better to make it snap to points or selection with the mouse instead

Understandable. My goal is to have different missions including optional ones unlock and you'll see them sort of branch out into different directions. With their just being five for now I know it's quite bare, but once those extra options come in the snap navigation would probably make it hard to navigate fast. You can actually click on the points with your mouse by the way, it should snap the navigator right to them.

The game crashed during mission 5 once

Damn! Can you tell me what weapon you were using, what happened, or even what the error screen said? I didn't have much of a chance to test the build as thoroughly this time around.

(+1)

Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters

It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make

I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me

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Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters

My goal with the map is to have things feel a bit more immersive as the game goes on. It's very early so there's not much to see on it and the map drawing itself isn't even finished, but eventually I think it'll be a cool thing to use even if it's not as expedient as using the bar menus. I just feel like bars are boring in comparison to a fully fledged overworld, but I understand this can be to the detriment of the player's experience if done wrong.

It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make

I had considered adding clicking and dragging as another way to move around the map. I'll see if I can do that instead of moving around with only the cursor.

I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me

Hmm, without any extra information I can't really do much to recreate the bug. Do you remember if the error said anything like it occurring in "o_tank" or "o_player", etc? I tried a few times using those weapons and approaching the tanks, but everything seems to be working fine.

Well this is exactly my point

How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?

Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?

Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please

Dont remember anything about the bug, it occurred only once so maybe it was on my end anyways

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How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?

I know it's not clear yet, but it's not meant to be literally roaming around thousands of miles. It's supposed to be like a virtual satellite map that you're navigating on some sort of computer system. A lot needs to be added and changed for it to feel like that, but I simply didn't have enough time to do that for this DD.

Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?

I will, that's the goal.

Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please

Not sure if you were playing with sound off, but it's jet propelled. There's visible exhaust blasting downward when you're landing and it should even destroy the trees when it's low to the ground. 


Ok, I still dont see any bonuses for immersion but maybe your execution will show it

To be honest for me it looked like a helicopter with invisible/lagged propeller, so maybe add some flame to thrusters and even contrails as it flies away?

To be honest for me it looked like a helicopter with invisible/lagged propeller, so maybe add some flame to thrusters and even contrails as it flies away?

I'll see what I can do.