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(+1)

Love the concept, and a game which focuses on customization of mechs and rearranging parts into creative new configurations sounded really cool to me!

The document did a good job of explaining the overview of the game and the main progression/upgrade pathways. I would have liked to see more detail on the specifics of combat mechanics and how rearranging parts can help with that. There were some intriguing descriptions of mobility-based parts like legs or hover-jets, but not combat-focused parts like gun types - which felt odd because high-octane gun combat seemed to be the main focus of the gameplay more than mobility or exploration. More specifics of how exactly you would combine parts to create different mechs - how the interface would work, what are the restrictions, etc - might have been more useful than the menus and save system description which is less unique to this particular game.

Likewise it would be nice to read more about how the different types of enemies function and look in-game - the story background for each race was super interesting to read, but I couldn’t imagine how they’d look or fight without more info.

The format and content was pretty clear and easy to read, although some diagrams might have helped when it comes to describing things like the HUD.

As for the genre, the Mecha-like genre described already seems to have a fair number of titles, and the document doesn’t specify which part of the design is genre-defining. The comparison of ‘more real-time and fast-paced building process than Crossout’ is intriguing, but the rest of the doc doesn’t mention real-time building and only seems to let you re-build your mech at certain key points. Likewise ‘an engineering take on Spore’ sounds instantly attractive to me, but is hard to substantiate without more description of the customization system itself, and what makes it deeper or more creative than other Mecha-like games.

That’s my feedback - definitely looking forward to see more of this if you plan to take it further!

Thanks Surya! I'm grateful to hear that you like the concept!

I suppose I got a bit too imperative with simple system descriptions there. I'm not exactly sure why of all the things I could've left open to interpretation I chose that... As for the choice of describing some of the mobility parts the reason I did that was because I didn't think about it in the initial concept; I had just imagined your CRDT would just be a stationary turret where it was dropped, but then I realized that might be difficult to make engaging if I expected story to be tied into it.

Aye, the story and enemy factions themselves were a bit "on-the-spot" too. Sort of made things up realtime as I kept describing the doc. I wanted to make visual references for them and the systems but realized my next best bet was cleaning up the typography with the limited time I had.

I did get a little "pitch-happy" there I'll be honest. Defining a new genre is more challenging than I thought it would be so I just restructured a game I had in mind to try and make it unique enough to be one. Association is how I do that best but I suppose without one definitively unique trait it sort of falls apart in that regard. I can accept that and move on when further developing the project.

I appreciate your time and insight with your response! I've got a call tomorrow to help me determine some next steps, but this one could be it for me.