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hey, great job! I did a few playthroughs. feels snappy and fast, which I like. more quake than cs -- seems to fit the ghost in the shell universe.

clearly you spent time on the look and it's visually consistent. music and audio are great -- good job! have you played blacklight? seems like you're moving in that direction -- they also dig this sort of orange palette gritty look.

my biggest piece of feedback is probably that you need more [audio, visual] feedback on taking damage. I had no idea I was about to die in the first two playthroughs and was surprised when I did. it's difficult to learn what punishes behavior and what does not. in particular it's unclear what kind of risks you can take when engaging the mech -- I'm pretty sure I figured out how to cheese it by standing on top of it, or right under it. because its behavior is pretty straightforward, the damage requirement to destroy it can feel like more of an annoyance / grind than a boss battle.

having both E and space is maybe strange; not sure. I did enjoy using it as an escape button. maybe keeping the high jump and adding a slide or dodge is what you're looking for?

also, I feel like the basic enemy type could be more of a challenge. I like going for one taps a lot but it doesn't feel like there's a lot standing in my way there. I would like to be using cover more too.

anyways, great work! impressive stuff, glad the team came together.

(+1)

Hey and thank you for your feedback ❤

Indeed the damage feedback is something that is missing. We've added camera shake, but that's really not enough. Mainly it shakes "just the environment" and the gun stays still (from the perspective of the player).
I like when games tilt your view in opposite direction then from where you are getting hit. It gives you the feedback of getting shot while revealing the shooters general direction without cluttering the HUD with further damage indicators.

The gun play and overall enemy AI is very rough, sadly. The enemies are easy to say the least, although in higher numbers they can damage you quite quickly.
The Mecha, has one rule = stay still and you are dead. Ideally the design would include if you would stay long enough on the mech, that it would react to that.
So if you camp underneath it, it would "crouch" and stomp you 😄and if you would stand on it for quite some time, it would spring you off.

Ideally, when you would be close enough, it would stomp you with it's front legs as well.

The result is rather a technological demo and a concept then a fully playable game. We have for example ready a whole wave system, but the game just has 3 waves.