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(1 edit) (+1)

Hey, I love the concept! I was surprised to get an actual tutorial with voice acting, and Frank’s lines really put you into the mood! I also like the opposition between the two mentors.

Unfortunately I really have issues with controls and physics. The mech seems to have a lot of momentum, and it uses a body rotation (yaw) + head rotation (yaw and pitch), a bit Steel Battalion style. But for a more casual game like this, it was harder to grasp, and I didn’t understand at first why moving forward would not move toward the direction I faced, and why mouse motion was clamped.

Momentum makes it hard to stop, rotate and turn back which is critical for the delivery. Sometimes, I’d get stuck between street lamps or between a small house and a fence (normally I can crush fence, so it may be due to my head being rotated or momentum).

Reading the description I really imagine a game easy to grasp where you rush toward the next target point, crushing everything on your way, so I think you could get rid of some advanced physics simulation and make the controls more arcadey and straightforward so we can have the wanted core experience straight on start!

Linux note: thanks for the Linux build! I could run it okay, it was not super fast on my third-rank GPU, but justified as there is a crowded street. And this one was made with Unity, not Godot, so it’s good to know I can run 3D games made with Unity too!

There's definitely some good observations here about mech movements and control adjustments we can make. Thank you for taking the time to give us an in-depth review and thanks for playing!

Hey, thanks for playing! 

I get the issues with the controls. I think it was probably also because the style gradually migrated into a more zany tone generally, from a more immersive one; but also that there are many intended improvements; such as auto-recentering the mech rotation to the torso angle; which never made it in.  Post-jam version is planned though!

(+1)

Cool, I saw Steel Batallion also had that “reset rotation” system, that could help a lot. Or you could have an option to auto-rotate body to follow head (as in first-person games where you control a human and he/she would just rotate quickly with the mouse, although it’s less realistic with a mech it may just work for this game).

I also have many things to fix in my game post-jam, I’ll have another pass at patched games later!