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Spartizant

56
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A member registered May 25, 2022 · View creator page →

Creator of

Recent community posts

Thanks, fixing inertia seems my top priority

Thanks, will add key binding for the pylons in the settings I think

Thanks! Yeah it feels floaty mostly because of lack of camera feedback I think

Nice progress, it feels definetely more accessible than before

Make WASD the default instead of arrows

Hope you will add a garage with some tuning mechanics for suspension, tire grip, engine etc

As an artist, you need to constantly use this simple trick.

The way your screen is readable under grayscale filter, so it will be in colors

Thanks! I will definitely remake how ground friction works so there will be more sense in ground maneuring to fight inertia

Thank you so much! Yeah I struggle with control scheme, in my first submission it was more of a classic aircraft and this was even less convenient

Please please just stop making rage platformers why do you hate players so much?

Maybe make it more medievil-like?

Thank you so much for the video!

Pretty valid criticism

Wings produce lift force in non-critical angle of attack and increase drag force in vertical direction but negatively affect rotation on a large speed, you can notice it especially if try to fly with 6x 130mm cannons

This game feels so much better than the previous one and I honestly see myself playing it for hours if you polish and fix it

The mission accepting process feels strange but I cannot say how to organize it better

The building progress bar should be reversed

Automatic pause off is annoying

I couldnt choose to orbit langragien untill reloaded the game and tried again and overall path selection with double click is not responsible somehow

I failed one mission and there were no available possible contracts after this despite mostly unlocked techonology tree and multiple ship combinations, shouldnt they randomly appear from time to time?

I like your ui design direction but looks like it stuck in a limbo between bronze and a paper and I cant tell which material is this, maybe it would be better to separate them and make more metallic outer parts and gears with old weared paper inside for a text?

Nice start!

Making camera reset at EQ is a bad desicion IMO

You either need a constant automatic and smooth  selfleveling to horizon or put camera(?) roll on AD

Mouse controls feels awesome still you can afford to make the camera much more weighted and dynamic

Work on the collision feedback, it feels to short, maybe a longer bounce with gradual control regaining?

Once I fell through the ground and game crashed

SOVL

Enemies feel too static, you may add at least some minor animation to them like reactive exhaust

Everything blends in with the background, have you checked the screen in grayscale? Maybe make it less saturated

Players' projectiles look strange, maybe I miss some deep lore?

Too small sorrey

Well I want it to be more of a simulation gameplay rather than full arcade

As for inertia there will be different chassis to reduce it

Thanks, I completely forgot about deleting weapons

Yeah sometimes collision is still unfair and hitting walls produces too much of a damage I need to fix this

Still have no idea about environment I want to make tbh

Mybe I should add toggle for the shift like run button in some games?

Thanks for the fanart! Though it evokes an abstract kind of feel

Thats strange,  does this happen near any surface?

Thanks! 

About unreliability do you mean the strange bend position? If that its a bug. Overwise when you hovering or grounded the chassis must always work. Whe legs are raycast suspension perpendicular to the body and they are preventing the body collider from hitting the ground always with the same force, so you can lend on the supersonic speed even as long as you move in parallel with the ground

The enemies indeed are tanky sometimes, it seems I forgot to make turrets to transmit damage to the main body, so they consume it full on themself  until they break

Youre absolutely right, I think myself how to justify ground movement. One way is to use the engine while grounded and increase the max speed to around 500kmh. Or to build  multilayer low-ceiling levels. Adding AA systems... Or maybe remade the physics and use grounding for fast direction changes

Yes I want to make it arcady but still physics based, so while the basic controls must be easy, I want it to have inertia and allow players to develop some piloting technique

And about the enemy counter its the legacy of my previous demo, it counts turrets and not bots itself, and each tank has 2 turrets (main and small with autocannon) while the AA has only 1 turret

Thanks! Your video is super useful, I had a rare bug when the mech gets stuck in the weird bend position but you was getting it constantly

For flying even in this half-arcade way you need to know what pitch roll and yaw is and why planes fly this way

I do not simulate controling surfaces here so the rotation stays mostly the same regardless of the angle

Critical angle means the plane is stalling and the wings became useless, I just didnt make a tutorial ot maybe my ui is this bad still

For grounding and everything you could just hold space without W and you will fly like on jetpack, you used it once at the beginning but stoped and I dont know why

Definitely a great improvement, I had almost zero stutters

Walking and shooting feels nice, I think its time to work on the enemies, they are too slow and stupid and unfun to fight with

Dialogues before compain missions are strange, a kept pressing random buttons untill get that they are automatical and just delayed, you need to make them animated and/or wait player input to progress

Aslo sniper thing in one level are broken, it hits you every time despite the laser pointing in different direction

Flamethrower is fun as fuck but overpowered I think. Did you reduce enemies hp btw?

Redability definitely improved, yet I still think you need to work on outline to make it more subtle

Make the main menu a little faster, it looks awesome otherwise

Congrats, this level definitely doesnt suck

Can you make the kicking useful? Like throwing enemies away or the mc himself based on compared fatness level

I like your idea of using a power shield

It gives the player some freedom for risk like WoT vs WT and without using hp at the same time, also making infantry riffles not useless as well

You need to make the glowing parts on the tank to show the energy level, the thing in the corner is too small

90mm cannon MUST be movable at least a little, you can make the ballistics much worse even, it has great potential to be fun but currently it feels needlessly annoying tbh

Also I broke module menu somehow

That was fun!

Shooting distance of the gunners makes them too easy, also you can kill them without any danger in the basement of the first level while just stending aboth them and targeting heads

Aslo dogs barking after death feels annoying

I fell endlessly into the yellow mist in the lower part of the level, I think it misses deth collider

Please make a non-web version

Very ambitious but unintuitive and I got filtered

I took herbs and the quest says 2/2, but I couldnt interact with anything past it, neither cauldron or npc

Also picking up felt clunky, maybe make attention sector bigger?

Cool customization mechanic, like it a lot

Just make already existing prebuilds, so the player could start without using the garage at first

Thanks! You mean manual mode switching and power control?

Good, I have simplified controls recently and was afraid youre talking about the new version

Thanks for the review!

So it seems like unreal default input presets support only xbox controllers and I currently dont have a PS to test it

Did you download the build almost a week ago or the recent one?

Thanks! I will add gun axis lock option when will start working on key binding

I took me some time to figure out why my controller doesnt work

Please make the default presets, no one will use mouse steering with connected gamepad

Aslo put the camera rotation on the right joystick

When I arrived to finish nothing happened

Anyway driving while listening to copilot was fun

>also, when i tried shooting at an enemy the game just froze.

Did this happen only once?

I can see the potential already

The prototype is barebone but works fine

Please add a restart button, and when you lose the game just stops and you need to quit

Some sounds are needed at least for confirmation of the actions

And the most mandatory ADD ANIMU ICONS TO THE UNITS

Dude thats amazing!

Besides all the readability and scaling stuff I felt like rotary cannon needs to have x2 ammo from the current one to make it worth choosing instead of autocannon

I like how you made the guiding system, but the rockets felt awkward against the maggots so I hope you will add another secodary weapon or allow to install cannons instead

I like the combat idea overall

The main problem is your ui has the same hue/saturation with map, blends in and ends up completely unreadable

The action options scale with the map and thats bad

Prebattle placement should be drag n drop I think

Also maybe you should add big ui sections on screens sides showing what is going on and summarising like This guy will use this action on this guys etc

Got random stutters while traveling the global map

Liked the dungeon section

Thanks!

Yeah switching from ground to hovering is the most rough part and I will keep experimenting on it

Your maneurability depends on speed, you can see it yourself on 1000+km/h, and when wings are folded it stays the same, but you trade all lifting force and x5 drag force on vertical axis

But on a big speed if you fold wings and decrease thrust to 0 you can fly backwards! Think of luftrausers

As for dynamics I still need to balance it. Currently it works on more of a realistic way and the mech has 1.5 thrust/mass ratio

Thanks for the vid, watching how someones playing is the most useful feedback!