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I can't click on my Cyborg to move to that Bodypart in the Garage, I have to use the Menu?

Your Text describing what an Ability does is over the Area that needs it.

You really really need a display for the Converters which are Inputs and Output on the select screen already, not just once selected, placed and switched to Wiremode. The System is really fun, having to built your Cyborg up properly, wiring around and Stuff, but its lacking in UI as described above. Also could use with having the Partswindow be able to stay open while working on the Bot, maybe put it on the right side where abilites and stats currently are, or something, I'm no UI Expert. And its missing a few Things, firstly some more converters probably, and a bunch of smaller Stuff to fill out empty space, +50 or +20 Bullets, not only gunprinters and +250 Bullets directly. I understand the Idea behind Cables being thick and non-bridgeable to make the menuing more Fun, but often I would wish for there to be some, I don't know how you'd handle it with the current System, but maybe a 1 block bridge, that takes Input of X and Y and gives output of X and Y at the same time aswell, or something like that.

Regardless, even with how it is now, I managed to push in all Abilites, and get hopefully some good melee damage and some amount of Bullets in, plus some extra Health and Energy. Obviously I cheated for max out equipment, I'm not going to grind through all of that for DD.

Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block. I used that often to get rid of a Wire currently selected, but when not over the Cyborgs building Area, it still removed my Wire at some Points. 

With how the Layout is currently and the whole Idea behind Cyborg building, I've been thinking wether you're aiming for more Cyborgs down the line, with different internal Layouts?

Was hoping external would give me some Design Options, not just Colors, but maybe later.

Tutorial is nice and clean, but as with a lot of Things graphically lacking. You have some nice Atmosphere in the main Menu and Garage, even tho it is aswell very barebones and placeholder-y, but it doesn't translate to elsewhere much.

Maxotaur fight is alright, DDos is not. Once you get hit by Rockets or something, you get flung around repeatedly while being hit be the next set, and can't stand up until the next ones already hit you. It needs a bit better timing. Same on Red Comet, he can easily stunlock you into melee if he just hits you once there. And Cobalt then does basically nothing. 

Overall its still enjoyable tho, I really liked the Bot assembly, and with better AI, and more interesting Enemies then just walk towards you and/or shoot at you, it could be quite fun. Needs better graphics and animations and Stuff tho I think. Some background Doodads in the Garage and Menues, better UI, more interesting Arena then just a flat sandy Plane and so on.

During the Maxotaur fight, charged at him with full speed to melee, catapulted myself out of the Arena. I could walk into it, and got some kind of knockdown/out of ring warning and countdown, so that Stuff works, but I shouldn't launch myself a massive Distance through the Enemy ouf of the Ring I think. It definetly felt like an unintended Bug.

Thanks for playing!
I'm glad you did a lot with the building! (most of my testers don't get far with it, even with the cheat buttons)

I agree with all the UI suggestions, it's something I've been struggling to work out. Also been meaning to add an indication for how big a part is before you take it out.

>Wire bridge 
Considering it. ATM the closest thing to a bridge is generators with multiple outputs (like the reactor) since you can run different wire between the outputs. A plus (+) shaped bridge probably wouldn't be too difficult to add, and I could have it only take up the 1x1 center space, but im not sure how helpful it'd be with tighter spaces like the arms. Anything more useful than that is basically multi-colored wire (which im avoiding for now)

>Rightclicking in Wiremode when not over a block shouldn't do anything instead of removing the closest block.
yeah, that's a bug

>Tutorial is nice and clean, but...
Thx, yeah, still WIP. There's some more cutscene-type stuff I wanna add to it and some better looking props. kinda rushed it out last second for DD.

>more Cyborgs down the line
version 1.0 will only have Nxia, but if things go well, I do wanna add other characters who'd have different skill trees to build around (and maybe different layouts)

>Menu and Garage atmosphere ... doesn't translate much elsewhere
I'm planning to add some kind of BGM for the arena/bosses, but haven't figured out if I'm making it or licensing it yet. (might help)

>more Externals than just paint later
Yup! Only have plans for accessories/stickers atm tho. I know people want stuff like hairstyles/outfits but I'll be holding back on that stuff for a while, for various reasons... (scope, story, character identity, etc)

>knocked down by rockets repeatedly 
One of the changes I hadn't committed to yet was if/when enemies attack you while your ragdolling. I should probably commit to something at this point cause yeah, rockets waiting for you to get up is weird and annoying. 

>Red Comet stun locks in melee
the combo-ing is intentional, but I should probably have him back off more after he knocks you down for above reasons

>Cobalt then does basically nothing.  
oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.

>charged at him with full speed to melee, catapulted myself out of the Arena
yeah, need to tone that down for some stuff (it's probably conserved momentum from the energy blade moveset being really fast)

Thanks again! Especially for the feedback!

>oh geez, not again... I assume you mean she just stands there until she dies? My boss code is spaghetti, very sorry.

No, she walked around a bit and did some shield and tether or whatever, it all just did "basically" nothing, meaning she could've just aswell stood still and waited to die.

ah ok, thx for clarifying