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(1 edit)

Got through my first couple runs so far, I like it! (big fan of mech games myself)

I noticed the keybinding system doesn't seem to work past the first page (at least via keyboard access, since I can't use the mouse)--the reference letters don't move down to new options while scrolling, which I'm thinking was probably the intent (I had wanted to rebind the wait/skip key, but it was down further).

Really liked the innovative alpha-based target selection, haven't seen that one before, although I do wonder how the letters are chosen since it seems kinda random. Would've thought that the first or only enemy in view would simply be 'a' and go from there. (I realize that enemies you've seen before would want to retain the same letter, although probably no need to assign them letters until you've seen them?)

I like the noise system, knowing where enemies are (and enemies knowing about you) based specifically on the amount of sound made during movement and shooting. Fun how you can't generally hear infantry and this plus the louder enemies sometimes mixes things up in terms of optimal tactics.

Already decent atmosphere here running around a city (and destructible terrain!), though would of course be nice to see more development adding things like enemies with better weapons worth upgrading to. Good sound effects would go a long way, and ambient audio... man this is making me want to make a game like this again xD

Obviously endless other possibilities, but as is it's a 7DRL so can't expect to have all that, what's here is already pretty solid. Nice job! Planning on doing much more with it?

Thanks! The key binding window is definitely an issue I had missed. If I hadn't just helpfully broken mouse support, you would also be able to click to rebind. You can also save bindings once and then edit the JSON in web storage if your browser lets you do that.

In principle the key targeting does take letters in order for enemies in view (or in hearing) but there is some bug that's preventing it -- actually now that I look at it I think it's effectively randomizing the initial queue after 'a', so I can probably fix that.

I would really like to work on this enough to add some differentiation and progression to weapons. I would also like to try to adjust infantry so they have more specific advantages but are less overwhelming. Unfortunately the code base is currently pretty messy, so I'm sure how far I'll get with improvements.

Ah, 7DRL coding :P

Every time I do 7DRL I think I will come up with a clean architecture based on past lessons, and have somewhat succeeded for UI and some other supporting code, but not at all for core game logic.