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(+1)

There isn't much to do. Aiming is way off from where it actually shoots, Shift+A/D also changes Shoulder you look over, which is odd.

Projectiles seem to bounce off Enemies and other Stuff even if Damaging them? 

The Chain you summon extends way too far up I think, why? And why am I on a Halo-Ringworld? You also have incredibly high Gravity when not on Ground, to the Point where I almost instantly snapped back when falling from chain-end Height. Got up there riding the Top of an Enemy Ball.

Your Mecha has really thin Legs, could be thicker to support the Weight I think, especially if the Grid on the Back is supposed to later on carry Stuff. The Shader itself for Mecha and Chain could work, it depends on how it'd look in an actual Game with Textures on them and Stuff, instead of just on those single simple Models.

Your Mecha does not feel heavy to control at all. It doesn't need to feel building-shaking, that's stupid, especially for its size, but it should feel like a walking multi-ton Warmachine, not someone with a Backpack taking a Stroll. 

It's really early, so hard to give any Feedback on anything really, but most importantly improve the Feeling of the Mecha when controlling it to actually feel like a Mecha. Even if it's a small one, nothing wrong with that, but there should be enough Weight behind it to feel like it actually carries the Weapons, Ammo, Armor, Reactor and Pilot at minimum.

Thank you for the feedback!

Concerning aiming and shoulder switching, that seems to be unanimous so far. I will sort those two issues out for the next public build.
The chain extends all the way to the next ring, which may not be obvious right now in the current state of the game. I plan to add schematics and animations to make it more obvious in-game.
On your comments about movement, I'm taking notes. There's a lot of work to do still. Same thing for the shaders and models.