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Suggestion, feel free to ignore:

when adding smaller units use boid theory to have them swarm. If you wish to go the extra mile, you can use Q-Learning for medium units so that the military gets smarter the more they fight you. As for mechanics, I suggest using Singular Point as an example of how to do upgrades. In order to keep away the pain of programming every single enemy, have the AI fight an AI version of the kaiju with Q-Learning and save the weights for distribution. This way, they'll seem smarter. You can find papers for free on academia.edu

That is cool suggestion. I will check it out ! Thank you

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You're welcome! glad it helped.


PS: when on the military mission on the story, after killing the tanks, going into water does not end the mission

I am aware of that bug and it will be fixed in update that is coming tomorrow or later today. Also I am reworking levels to have more content instead of just 5 minutes

Nice development then. Before finishing the campaign, may I suggest adding a roguelike feature? divide a map in triangles with each vertex being within a random 3D radius, and each triangle of a specific type (city,  harbour, forest, etc). Using Perlin noise, you could have a mode where every mission is different, allowing you to have people playtest an unlimitted ammount of configurations to check for bugs or combinations you'd like in storymode. 5 minute runs are fun, and better than 1h grindfests, shortness in this is your ally as a small dev, embrace it since it keeps things fresh and more akin to the genre.

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This is great advice but it does not fit the idea of the game I am trying to make. Thank you for suggestion

No problems! Keep up the good work mate!

I will give my best!

I see a problem with the explosion videos used for portuary explosions since it cannot spin as the player moves and the resizing breaks soon. I suggest using volumetric bubbles with semi transparent UV for smoke effects to save on processing power

I will look in to it and see what I can do. Thank you

Minute suggestion: slower animation after foot stomp, since it removes weight by being too fast

I will fix it for the next update! Thank you!