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(+2)

Firstly this is such a cool concept. I appreciate that there is still some work to be done, but here are some ideas, forgive me if you have already thought of them. The enemies should orbit at a distance either a circular or oval orbit. Nice selection of units to fit to the mech. Perhaps an audible connection sound when the unit clicks into place will solve the snap distance. Probably should be a cost to fitment and then earn revenue. Allowing different levels to slowly learn all the parts. Settings screen text too small, and perhaps increase the game window size. This could become a really nice game. The concept is also infinitly scalable. There is so much here. Well done.

(+1)

Thank you for the feedback.  

I do plan to limit what you can build  at the start (maybe 10 parts), then add some sort of pickup that would add to your part allowance.  

The AI is actually pretty cool in this game because it is built into the construction of the enemy mechs.  Active parts like the engine, rotor and gun have two or three special AI switch settings.  Active-when-on-target and  active-when-not-on-target (clockwise and counter-clockwise rotation for the rotor).  These parts all have a ray-cast (sensor) and a range to detect the player  So there is one enemy that tries to orbit the player by having an engine on the side that pushes away from the player when it gets too close.  It is a bit subtle but I could improve it in future enemies.  It might also be cool to let the player construct enemies or even set up their own mech to be fully AI.

The screen size issues may be because this is the first game I have tried to run in the Itch.io webpage.  I could not get the automatic dimensions and scale to work and just manually set them. I developed the game at 1920x1080 but it did not work correctly in the browser till i shrunk it way down.  I definitely have to figure that out.

All good ideas for future development.