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I like those very Mech Warrior inspired designs :D 

and the dynamic music to alternate between attack waves and prepping at the base is also a nice detail.

Gameplay has some solid stuff, as well as some issues : 

I like the fact that it's mouse aiming to have great precision, however i feel the angle you put your camera at doesn't really help, i think this could be improved if you put it a bit higher up and pointing a bit more down to get a better idea of the 360 area around your mech.

Also the enemies do seem to have quite an unfair advantage in that they fire imediately from offscreen and can take potshots at you and the base before you can really see them.

But on the solid side with the mouse aiming i'll add the neat arrow indicating your mech's front since you made the walking tank like and thanks to this it works well and avoinds confusion to as where you're facing ^^


Overall despite the small issues it's a cool game and i think with a few fixes it has some solid bases already in place, so good job to you :)

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Thanks! One of the first games I ever played in depth was Mech Warrior 3050 on the Megadrive (Sega genesis). Mechs has always meant mech warrior to me.

The camera was something I debated about a lot. I actual had the ability to orbit the camera originally, but I think it complicated things and you could end up disorientating yourself. The unfair advantage was (as I send in my comment below) quite intentional, though it could probably use some tuning. I always started in my mind to have that isometric viewpoint but maybe the angle isn't right. I also originally had the camera further back, but I felt like the closeness and unfairness was a 'good' frustration. I'm happy to get the feedback though, it's worth experimenting with.

The arrow and also the spot light on the ground showing your body facing position are some of my favourite little touches.

Haha yeah it's an awesome game to take inspiration from i gotta admit (cause i kinda did too for my entry XD) even though i like both very Mechwarrior grounded designs, and crazy anime ones ^^

I agree that an orbiting cam could be a bit confusing so you made the right choice by having it fixed but like i said to me it's the angle rotation it has that to me felt a bit hard to judge depth when enemies are in the distance.

But like i said that's the only real issue on the gamefeel, the rest is fine, and yep the spotlight with the arrow indicator is really the best detail that helps tremendously :)