Skip to main content

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

Thanks for the suggestions and feedback! We value these as we continue to develop the game. We do have some followup statements/questions.

-A lot of weapons tend to have the same weight or damage values as one another...

This was done on purpose, because we wanted to have general ranges of weights for the sake of organization and simplicity. But we understand that certain weapons may be stronger or weaker than these predetermined general weight values, so we will adjust these as time goes on (like you said).

-Considering how this game is played, and I understand energy management...

Do you feel this way about dodging (tap) or just general boosting (hold down)? or both?

-Speaking of pace and how chaotic some battles are the camera can be an issue...

We have alternate camera settings in the gameplay options screen that play around with the camera, changing the angle at close range and the rate at which the camera follows the player around. But, thanks for the suggestion about zooming it out more! We'll try to improve our camera in future builds.

-The Stability Gauge is often hard to notice

Admittedly, Stability being a noticeable in-game stat wasn't part of our initial plans, but we will make sure to improve this feature in future builds.

-Do you feel this way about dodging (tap) or just general boosting (hold down)? or both? 
It has more to do with when you cancel an animation using Boost which you will be doing VERY frequently which consumes 50% of the boost gauge and then restores slowly. You get 5 Normal dodges which seems fine for me and just holding the button barely consumes anything in my opinion. As for suggestions to alleviate my personal gripe it would be to slightly increase energy regen, or if you want to further introduce part stats make it a bonus on say, the light parts to offset its low Armor.