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Siwone

9
Posts
4
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7
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A member registered Oct 26, 2014

Recent community posts

Controls for rotate and hard drop are flipped. And the game seems to just break in any case that isn't a fresh level from a fresh boot. So many different bugs in just a few minutes of play that I gave up. 

Playing the game makes me feel like a brainlet. I think you might have to streamline things more if you want the average player to enjoy this.

The core idea is intriguing though. I hope you will find a way to make it truly click. One thought did jump at me, maybe try giving a delay to completed rows disappearing? Like say, 3-5 player moves or something like that. So you can build a row to finish and move out of it instead of dying and it would give you an opportunity to grab some item that would go with the row.

Protip: itch doesn't like .rar, use .zip instead and your game should be installable through the itch client.

On the actual topic at hand I'm always excited to see mecha games. A lot of the core stuff for mecha fans are already showing so good job on that. On the actual gameplay though I am a bit confused. 

First, controls. On many parts it works but the control scheme is a bit weird. A simple example would be that two handed weapons seem to fire from the right mouse button. Once you understand that it uses both buttons if you have two weapons, fine. I get it. Still goes against everything in my head to have it fire from the right mouse button.

Second, skating. Why is walking even an option? I can't see any situation where I'd want to be walking since it's a death sentence in combat and slow for movement. Maybe I'm missing something there..

Third, targeting. It just feels off. The way it jumps around as the enemy changes direction is just off putting. It caused me to do multiple hits on friendlies as I shot right as an enemy changed direction and my aim jumped. With the SLOW projectile speed I found it much easier to shoot with high volume of fire guns and just go without targeting. The game mechanics support precise shots but with the gun design you can't really pull those off on moving targets. Maybe play around with disabling the tracking from the targeting and just leave in the visual aiming aids? Or you could give that as an option for the player.

Overall this is one of the more interesting projects in /agdg/ and I hope you keep at it!

Is the game supposed to be that fast paced? It feels like you move at sanic speeds. Reminded me of playing some old game that wasn't designed for new hardware and ran too fast because of it.

Aside from that its pretty cool. Has nice atmosphere. Some small complaints:

  • no invert mouse option
  • the limit how far(or how little) you can look up and down feels weird especially in first person
  • the bats are annoying and disorienting when melee moves you forward so you go through them and lose track where they are and they get a bunch of free hits on you. Died to bats more than anything else.

I figured someone was gonna use one player to push the other off. I probably should do something to stop that.

As for mechanics it's not all implemented yet. There's going to be a parry and 2 more stances and stuff like wounding arms or legs and those having an effect how well you can fight. I didn't much like For Honor in beta but I guess it's worth a second look for reference. The pacing is still all over the place. I need to find a good balance between movement, attack speed and attack range.

The characters are from the asset store and I'm not yet sure if I'll end up replacing them or not.  Based on all the good feedback I think they've worked well so far so I might stick with them and just make some edits for variety. The camera is largely thanks to Cinemachine. I was amazed how easy it made making a camera like this. Barely any code went into it.

I can wholeheartedly recommend Bushido Blade if you think you might like that sort of thing. As a fighting game its a bit different since most matches can be decided by one good hit and it's fairly easy to pick up so it works really well in a game night setting.

First of all it really needs an invert mouse setting. If its too early to make a menu for settings just make some button toggle the option please.

The game seems to run okay though for some reason it pushes my gtx970 to the limit that the fans go fullspeed.

As for the gameplay I think you need to work on the basic loop. It's an fps with a lot of melee enemies that you can't kill as fast as they come and it leads you to backpedaling a lot or at least I found myself doing that a lot. I'd like to see a melee attack of some sort. The ability to carry more than one weapon would be great too, even just having two would make a huge difference. I also didn't really like how little time drops remain on the ground. It's hard to make sure you get to pick up everything in time when you're running from a horde of monsters.

As for the forest you might want to consider somehow arranging the area into a map instead of such a huge open area. I feel like it could give the player a better sense of direction that they're going somewhere instead of just looking at the map for objectives.

I think it's a solid start. I look forward to seeing more of it.

I appreciate the feedback. I'll probably rework the entire arena at some point, once I start adding more of them but I hadn't even realized the brightness change was that big. Thanks for pointing that out. And yes I suppose bringing the min distance of the camera closer wouldn't hurt. Bushido Blade had it pretty damn close afterall. 

Thanks for the feedback. Movement speed vs range is definitely something I need to balance.

I didn't even realise stances showed up in the binding screen. Yes they'll be coming once I have the animations done. So much animation work to be done.. Weapon collision is still a bit of a mess and actual button to parry still isn't implemented.

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First impression was pretty good. I hooked up my Thrustmaster T-Flight Hotas X with ease but the control settings was a bit of a mess. It was nice to see the hotas name actually show up in the keybinds.  Flying felt good with the hotas and I quickly got the feel for it and started shooting down enemy planes even when I hadn't flown in any game for quite a while.  Overall I think the GUI and especially menus need a lot of work but they were obviously WIP. Plane/weapon selection was a bit confusing, I think you should redesign how it works. I think I'll put some more time in it to see if I come up with more stuff. 

Keep up the good work. Oh and the game looks absolutely amazing.