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(+1)

Look, the art style is gorgeous and SOVLful and the destruction effects are gorgeous but it's getting in the way of the gameplay. It's hard to tell what's going on once things start happening and it's frustrating dying in a giant cloud of smoke and I don't know where enemies are. The radar seems like a potential solution to this, but at the same time the scale it's using seems off- at one point there was a red dot near me according to the radar but that enemy was not on-screen yet, so it's hard to gauge how accurate it is.
As much as I'm complaining, I do want to reiterate that the artstyle and effects are all 200% great, but it feels like the cart was put before the horse.

(+1)

I've since added some indicators to the enemy mechs and also turned down their aggression. I realize as the programmer I'm too familiar with how they behave, so I know what to anticipate for their attack patterns but to normal players it's almost relentlessly hard. I agree that the radar could be more accurate with the distance, and I'll also try adding some arrow indicators around the player to point out enemies coming from behind the camera position/mouse.

Thank you greatly for playing and the feedback, will use this information to refine it!

(+1)

Yeah, it feels like just a few tweaks are needed to have a solid game. Going to throw a suggestion out- would it be possible to have like an outline on the mechs when there's heavy smoke? Like how L4D or other games do for low visibility areas?Steam Community :: Guide :: Change Outline Glows

It's going to be a bit tricky with how GM's draw_sprite function works and how I'm handling depth sorting of the smoke particles, but it should be possible with a shader. Will look into it, thanks for the suggestion!