Controls are all temp, but I plan to put in some sort of remapper for next demoday!
Thankyou for playing and thankyou for your feedback :)
Yeah magnet is janky, I think to fix that *feeling* of predefined trajectory (even though it isn't)I'd have to redo all the platforming code.
Which is fine, it's long overdue and bloated.
Yeah, mecha is only supposed to dodge backwards, was going to have it do contact damage if it hits an enemy.
Thanks for taking the time to play more and feedback :)
Thankyou for the kind words, I put a lot of effort into the art :)
Yeah intentional but seems I might need to lighten her up a little due to feedback.
Glad you appreciate the back/front flip system, gotta tweak it though, it works really jank right now :) At the moment it triggers a good/perfect dodge if the attack collides during specific points of the animation. Eventually when i get enemies working, it'll always give you some invincibility frames (hence the stamina cooldown) but you'll gain bonuses to rank or something for hitting it perfect. (unless slowmo is enough of a reward) sorry I'm rambling :)
I will do! Game feels very barren right now without it, next demoday, I will have sound!
Thanks again for playing and giving feedback
I can see about shortening it. Getting a lot of flak on it lol.
I wanted a real difference between the mecha mode and zero suit mode. Zero suit, she feels very human, you aren't like mario jumping around like a madman. Unlock the mecha suit and you tank and tear through everything with ease - but thats going to have limits to how long and when you can use it eventually.
Thanks for playing it and really appreciate the feedback :)
Keyboard controls are a mess for sure, can look into that :) I've been criticised for having W as jump before, I'll see into putting a keyboard control editor next demo! :)
Yes, the mecha has a superior versatile weapon, no need for upgrades or anything else. I kinda see it for now as a berserk tank mode.
Invulnerable is what I've got planned in my head for now. I figured I'd also make the shockwave push them back too giving the player some space.
Thanks for playing and giving your feedback, its helpful :)
Thanks for playing and giving prompt feedback :)
Collision box was wide enough, I figured it'd be enough for ledge forgiveness. Not sure how I'd put it in other than that really.
Air control is limited as a design decision. In normal mode, she has air control, with the mecha she has none, it launches forward. The mag launchers I set air control to off too. I could put air control into the mag launchers if thats what you are primarily on about... would need to rejig how they work, but could be done.
Pickups do work, they are temporary just for people to test the different weapon levels. If you repeatedly collect the same color pickup, it'll raise that weapons level. 1, 2 3. I know it was implemented crap, but hey ho :)
Thanks, really helpful
Great feedback, very helpful :)
Not sure what to do with the grenade launcher, might be scrapped in favor of a different weapon type, it feel outta place imo. We'll see.
Switching weapons and mecha mode - yeah forgot all about that one, whoops. Easy enough fix.
Yeah the jetpack only launching forward is on purpose, if you hold down the fire button, it slows your descent like a glide. I need to make the jetpack movement more obvious, adjust the angle a little too.
I'm looking into bringing in jump sustain and tweaking with gravity.
Maybe some of these issues will be fixed within the weekend.
Thanks,
Thanks @stomygame and @spacedogames.
Workshop menu is pretty unintuitive, all the feedback is important on it. I also wasn't sure on whether to add in "hold down" fire, but after some of the feedback, I'll add it in.
Acceleration is a bit slow, and seems I'm going to need to focus a lot of attention on the platform movement (having to full stop to crouch someone mentioned) Yeah I'll work on that asap.
Pushing down while shooting issue, thanks for bringing that to my attention - state machine is gonna need reworking.