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Haen

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A member registered Mar 01, 2024 · View creator page →

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I found exactly what was causing this. While playing your game I had my "unofficial" PS4 controller plugged in which I use sometimes to test my game. While I didn't use it while playing yours, just having it there plugged in caused the mecha to fall immediately nearly everytime.

Blasting through the buildings is very fun and the enemies are merciless. Excellent game!

Here's how it usually went:

Something very strange happened to me most times I started a level (either in the Arcade or Story mode). The mech would immediately fall to the ground with me looking up the sky unable to move from this position. Sometimes restarting the level a couple of times would work but in some occasions, even after many restarts I'd still remain with the mech lying helpless on the ground. 


When I managed to get the mech to work the gameplay was fine. It's been a while since I played a mech game so I don't really have a reference but the areas were interesting to navigate and the enemies' behavior seemed well programmed at this stage. They efficiently pursued me wherever I went but were usually easy to deal with when coming from within the cockpit view. When they approached me from behind I had trouble positioning myself to avoid damage. Getting shot from the back was usually how I died.

Appart from the bug I reported above (which could be related to my own computer but I haven't experienced this with anything else), I had a good experience with the game considering it's at such an early stage. 

Yeah, that makes sense, I'll try to make him and the stun system more balanced.  Thanks!

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Thanks! As for telegraphing the moves, I made it a bit easier with the other enemies but the boss I left out entirely because I thought it would make him too easy(*).

(*) Perhaps I shouldn't say it but like every reasonable boss, Murasaki has a weakness. His close range attacks are, as you say, almost impossible to block (unless you try your luck, which you can since repeatedly blocking consumes little mana) but if you [[[spoiler alert]]] keep your distance from him, he can only use 2 attacks, one should be avoided and can open him briefly to attack if aren't too far, the other is telegraphed very clearly depending on your distance and, once blocked, leaves him open to a sequence of combos (both linking normal attacks and cancelling normals with specials) which when done several times should be enough to destroy him.

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Thank you for the feedback Federx! I'm working on making the combos easier to perform right now. The speed of their transitions will also be changed to make them more fluid. I hope you will play the new demo when it's released.

Thanks for the feedback brimstonewalker! I'm glad you enjoyed it and I'll work to make the experience even better in the future. BTW I watched your archived streams on Twitch for Shobatsu and the other games. I think you did great and your streams help both the developers and the players a lot so I hope to see more from you in the future.

Thanks a lot for the feedback and for the video, chilly! The information provided is essential for improving the gameplay and other features. And congratulations for learning to play so well despite the serious imbalances of the game. Rest assured there will be more Beta releases in the future as the game evolves. 

Thank you for the feedback! I understand what you mean as I often test my game on the keyboard as well. I'll see what I can do to place the keys in a more confortable position but, since I need significant space in the keyboard for testing the second player in the co-op mode, the final configuration will probably remain a bit awkward.

Ideally this game, like most fighting games, should be played with a controller for the best experience.

Thanks for the feedback! I'm so used to playing my own game I've probably started missing the details you've pointed out. I'll play again other similar games to learn to develop a better dynamic for my own. 

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Thank you for reporting the issues. I'll look into it.

I liked it a lot and the aesthetic is amazing! Even if you don't include joystick support (which I hope you will) you've won another customer. 

Thanks! There will be big enemies that don't get stun-locked at all among other troublesome types. Combos  can be longer than 3 hits if you use any random combination of weak and strong attacks (also need to be timed correctly - button mashing always ends with the same "fail" attack that pushes the enemy away).

Thank you. You've also showed me a new bug I've haven't seen before (around 2:50). I'll take care of that.

I like this type of look and vibe and the gameplay is very unique, I've never seen anything like it in fact, it gets a lot of practice to get movement right and I am not there yet but I'll keep trying.

My only problem was with the performance. My computer is not very fast but it usually handles 2d games with no issues. The  literal mounds of bullet casings and the way this is handled seems to be what is causing this issue.

Overall, a very promising game!