Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

A great start on a proof of concept and good job on working with multiple controller types.

PROS:

  • Really harkens back to the controls and feel of an old-school Mech Warrior game with the turret style control on top of the bipedal body and a throttling navigation setup rather than a binary response to moving or not.
  • Nice diversity in weapon types and expressions of attacks from a mech character.
  • Even if the enemy mechs are piloted "badly" according to your description, they're still piloted at all and legit moving targets.

CRITIQUE:

  • Personal opinion here, but If I can turn my aim independent of my mech's movement then the camera view/rotation should be dictated by my aim and not by my movement. It ends up defeating the purpose of having the rotation of aim and the movement separated when I end up needing to constantly turn my movement to allow my range of aim rotation to be able to cover a target.
  • The keyboard control scheme felt a lot like patting my head and rubbing my belly to try and control everything at the same time. When attempting the controller setup I was able to hit the moving mechs fairly well, but it was basically impossible when attempting to do it with keyboard. Possibly due to only using keyboard inputs to dictate the aim when I likely have a mouse to use for aiming if I'm using a keyboard to control the majority of other actions. Keyboard/Mouse is just so common and ingrained in me as a player compared to trying to put both hands on the keyboard to manage everything.
  • Obviously not likely to happen for the jam version of the game, but since you have a lot of different potential inputs to control things in isolation it would really help user experience if you could have on-screen button iconography next to the things that get affected by different buttons to just easily remind someone which buttons/sticks do what as they're getting used to the controls.
(+1)

Thanks for playing and for the detailed comment, expecially the critique is appreciated, as a solo dev having things pointed out is great. Second and third point aren't a surprise, and the problem arise from lack of time.

I'd like to ask about the first point, out of curiosity: you mean you'd prefer a 360 turret, to keep aiming independently of the legs direction? Or you mean that the aim should remain stable when turning the legs at least until hitting the turret swing limits?

The 360 turret independent of the legs option. The camera needs to focus on the thing that I'm aiming at since that's intuitively related to where my eyes are looking.  The direction that I'm moving is secondary in priority as far as where the camera needs to turn towards.

Thanks for the clarification, I'll take note of it. I quite like the clunky "classic" limited turret, but as things move much faster, it could be a nuisance