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(2 edits) (+1)

Feels like a late 2000's ROBLOX game (this is a compliment.) The shooting feels pretty good despite its clunkiness, the mech interface looks cool, and the game's artstyle is already shaping up pretty well. That being said, there is a lot to improve on.

The movement needs a lot of polish. The player character somehow feels slow and clunky without having that feeling of weight you'd expect from a mech game: walking and jumping has no inertia, and you just abruptly stop in mid-air when you're hovering.  The choice to instantly turn the player 180 degrees when back-dashing is bizarre and completely goes against the idea of piloting a giant hunkering machine, it just feels wrong. I also got stuck on geometry a few times, being unable to move at all. 

The enemies need work. Getting to any sort of elevation trivializes the game, as none of the robots can seem to shoot upwards. All the enemies seem to do the same thing: walk towards you slowly and shoot a rocket prefab at you every couple of seconds. The exception is the spherebot, which seems to do nothing at all. I would try to make some more variety, maybe have the small walkers use guns while the big ones fire missiles.

The player's arsenal confuses me, none of the consumable items seem to do anything (missiles pass right through the bubble shield, for one. Maybe it only blocks bullets?) I don't blame you too much on this one since the game's early in development, but maybe consider making some kind of screen that explains what each item does in the future (or dedicated tutorials per item.) 

The game does show promise, it just needs love put into it. Keep it up. :)

(+1)

i tried to make the quick turn smoother but i keep fucking it up. thanks for the feedback!