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(+1)

The perspective made some waves much harder than they needed to be with the whole getting shot from offscreen thing, and not being able to see through or move through buildings made movement very tricky at times.


The basic gameplay loop works very well. I liked how little health the mech had, and how this forced me to use the buildings I was supposed to be protecting as cover, and how this provided more choices in the upgrade menu in terms of when to repair the base vs everything else. I was never very happy with the cost to reward ratio, but that might just be my preference or frustration with getting shot so much. I tried to offset this by buying another weapon, but I couldn't figure out how to fire more than 1 weapon at a time which to me is a missed opportunity.


Very solid entry.

(+1)

There is no multi weapon fire. It was on the list from the very beginning (and it would look cool), but the balance was such that as you can win with a single gun, multiple weapons would have made it too easy. I also had to work the AI to stop them from firing all their weapons at once, which absolutely annihilated the player during development. And I never quite worked out how to handle the UX of selecting what weapon(s) to fire. Solvable problems though. I think I could tune weapons easily enough.

I get people's frustrations with firing off screen and the low reward, but that (and having to use your base to take some hits etc) was all completely intentional. It's about surviving by the skin of your teeth, not smashing through at the end with all the goodies. Making players question: do I fix things now, I try another round and make more money.

I appreciate the feedback, positive and negative.