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(+1)

Visuals: I like it, animation is very cool. Character is cute, also it's a nice touch allowing color customization. Though you could probably include a basic mode for it so you only have main and one or two sub colors to change instead of 8 or however many there was.

Audio: Sounds good to me.

Movement: Keybinds were fine, though I kept forgetting what block was. Movement is fun to execute, especially slides since it's granular instead of a straight line. Homing onto an enemy from the air is fun, though at times it felt difficult to judge how far the homing would go and sometimes I would stop shy of them and get clobbered. 

Arena: 2hard4me, though I don't really play these combo action games. Kept getting one shot by the big dudes or accidently eating a bomb in T1. Being one shot is very punishing for the first challenge, also I couldn't find rockets in the default layout so I have no idea how to kill the flying enemies dropping bombs. The arrows feel a little vague to rely on, I mostly just spun around like a mad man and scanned for enemies walking into the arena. I also did that because I felt paranoid that an enemy would sneak up on me otherwise. Consider adding a radar system so it's more explicit?

Garage: Presentation here looks great. Looks like it has a deep system, but from the beginning not much seems to be available to customize. I noticed that for the module abilities I have to scan over all the items in the different tabs if I were to look for a module for only one body part. Maybe add another set of  tabs of 'sort modules by their abilities for a given body part' or something to make it easier?

Seems like you're making good progress on this game.

(+1)

Thanks for playing! :D

>How to kill the flying enemies droping bombs
if you jump before kicking, you do an attack that lets you bounce upward off enemies, letting you climb the bombs they drop. (might add using it once to plan for the tutorial)
>Arrows are unreliable 
I'm glad you noticed them at all! They were a bit of an experiment, and only hint at where enemies are currently spawning in. I've been trying to avoid a radar just cause I think people would exclusively stare at it and not look at anything else... 
>sort modules by their abilities 
Ah, it used to be clicking an ability in the skill tree would do that, but I guess I forgot to re-add that after re-doing all the UI. Thanks for bringing it up!

thx again!