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xyz___z

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A member registered Feb 23, 2023 · View creator page →

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Hello, thank you for playing, and for the feedback as well. I'll make sure to come up with a better demo next update.

Rush mode only affects units that are currently moving, so you can control them without having them to auto chase and attack nearby threats.

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I'm sorry but that's just not intuitive. I walked towards it, and from the effects it produced i expected it to do something rather than resetting your view(?). It doesn't make much sense, really. I would never have guessed you had to click on it to do something, since it acts more like an collision trigger.

> Some different engine types might help balance very heavy loadouts too.

You should definetly explore into the customization territory. People love tinkering with loadouts and seeing what works and what doesn't, and your game will likely accept that sort of gameplay nuance very well.

Anyway, best of luck. You're doing well.

I didn't even know what to do in this game. I got stuck in the cell, there was some sort of an orb in the end of it that did... nothing?

The tutorial was oddly more playable than the first mission.

The visuals are interesting atleast. Also i liked that you added localization, especially portuguese, not a lot of games add it.

Honestly, confusing. You don't even rely on the sounds too much, they're too jarring and they don't even provide you too much information, not even directionality.

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I don't know where else to post this but honestly it makes me kinda sad that people didn't enjoy the control scheme.

I reckon spawning is terrible and spammy,and i need to change that ASAP.  But i don't understand how people didn't really enjoy the waypoint and group system. To me, it felt like the most intuitive way possible to issue your orders. I figured it was the best way to avoid too  much of the dragging madness present on most RTS games. And besides, this shouldn't really play like an usual RTS, you should just issue orders to your groups without getting too much in their way, that's why i made the individual units auto-engage targets and do other things without player input like grabbing grenades and throwing them back. The grenades are very coin-flip-ish because that's the entire purpose of the game, to be very unpredictable.

Anyway, i'll hopefully come up with a better game in the next update. I'm already working in many aspects of it.

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 >the missions are very short and the game's playstyle tends to change dramatically with certain weapons, so having more than one might be too much firepower.

Maybe have some sort of a loadout points to limit too OP builds? Or maybe even giving the player some disadvantages like slower movement speeds... 

> It's actually the classic sound of the Splinter Cell night vision goggles going off combined with a sped up minigun spinning without ammo.

Haha, nice.

>Technically the models are both! I make everything in voxels and then convert them to pixel art sprite sheets which are then stacked up in "slices". Sprite-stacking is the term for it - it's kind of uncommon since it tends to be hard to optimize, but I've developed some methods to keep things going smooth.

Interesting, i like hearing about the technical side of people's projects. Your stuff kind of reminded me of the 2nd generation Command and Conquer games where they used a hybrid system of sprites and voxel models, so i figured you had something similar.


This is easily a banger. I wanna emphasize how good the menu looks and sounds, like seriously.  Everything just works visually and audibly.  Sorry for the excessive rambling, but for some reason, it reminds me of a strange combat flight simulator game i played on the PS1(???) a decade and a maybe half ago. I barely remember anything about it except that it had some striking 3D flat-shaded visuals and similar music. Anyway, Good job.

Cool concept, however controls felt very floaty and i frequently found myself smashing my plane/mecha thing into the buildings.

Another complaint is, the pylon system isn't very intuitive. I think you should just have mirrored hardpoints so you could just use 3 number keys to select instead of 6.

Concept is pretty cool. I know you're using placeholders currently but i think it would be exponentially cooler once you get the final art nailed down.

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I played this and honestly i have nothing negative to say besides some small nitpicks.

 The railgun ammo is a bit too scarce. I suggest to add a secondary weapon slot, and leave the rockets to be a tertiary option with a different keybind (maybe R? makes sense...)

 The menu music is a banger, and the sound design is really good... except for the rotary cannon spin up sound, i didn't really enjoy the high pitch of it. 

The visuals are amazing. I like the pixel(? (voxel(?)) style environment destruction a lot. Might be my unconfirmed autism ringing, but I equally enjoy the warm and comfortable color pallette, especially the amber-light grey UI of the menu. I really like the mech design as well.

I think this is pretty cool, and i'm not even really into these type of games. Good work.

Hello, thank you for playing. I'm taking all feedback into consideration and hopefully things will be better next update.

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Hey, thanks for playing.

I think i made the demo mission a bit too difficult. The AI currently has twice your reinforcements number. I know you've already played it, but a little tip to make your things easier on that map is to just keep a few grenadiers behind the rock.

i'll make sure to make a couple of better missions next update. Might as well add different difficulty levels...

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Well yes, i wanted to make a RTS game where you're more focused on controlling groups but without needing to tell them what to do frequently, instead just moving them to a position and letting the units figure out what to do by themselves. It's a bit of a different take i'm going for, and i figured that system would be better for that purpose instead of the usual drag and click approach of normal RTS games. It's all a experimental and im testing what works and what doesn't.

Anyway, the guitar guys are spawned randomly, it's like a 5% chance for every unit you spawn. They don't cost any reinforcement points but they don't do anything too, besides throwing back grenades like all the other units do...

Hey, thank you for the feedback. It's very crude and rushed but i'm trying to see what works and what doesn't, so all feedback is more than welcome...

Yes, that's indeed a waypoint button. I'll add tooltips to explain what the buttons do.

I have no idea what's up with that little square on the screen, i never had that before. Will check it out.

I do think being able to rush and maintain positions is a bit odd, but i wasn't completely sure about making both modes mutually exclusive unless if someone brought it up.

I plan to mitigate the spawn button spam with spawn queues like in the old c&c games.

And finally, for the score screen,there's a little dot there but it's not visible due to the font outline.

Hey, thank you for the review. Looks like i'll need to let it cook for a little longer, it's currently all very rushed... The enemy AI player is very stupid at the moment and all it does is throw units at the capture point. I'm working to make it smarter along with better map demos.

I saw the selection bug at the end, that's odd. I'll need to check what's going on.

Also, a little tip: It's much easier to win if you place a bunch of grenadiers behind that rock.

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Sorry if it's jank, everything's really really rushed... 

The tutorial is very verbose, i really need to change it. It's odd that the units didn't target the moving target, i'll have to check that out later. The other thing you pointed out is probably a bug i haven't catched yet.

I plan to add more gamemodes. There's not much strategy per se since the enemy player AI is very stupid and it just sends their troops to the capture zone at the moment. Im working to make it a little smarter.

As for the art assets, thank you.  Animations are placeholders at the moment but they'll look better in the next updates. I plan to add more unit model variations as well. As for the grass, i guess i gotta make the LODs fade a little more smoothly...

Anyway, thanks for the feedback!

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i jumped platforms for the hot dragon women. all they did was just blankly stare at me while i failed miserably. 

(cool game though)

nice art and soundtrack. 

couldn't beat it though, i failed Minty's Challenge.  its over...

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Good soundtrack, interesting premise overall.  Not particularly a fan of PS1 looks, but here it looks well made and put together so it goes well with the aesthetic.

The default keybinds are well, odd, but they can be remapped so it's not really an issue. Keyboard controls are tanky,i guess it's a stylistic choice to emulate the old Resident Evil games feeling, however the dodging feels especially clunkier than the other controls. It just doesn't feel good. I haven't tried it with a joystick yet, but from what i read from the other comments it's likely a lot more fluid.

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Cool premise, however the controls are clunky and complicated. There's just too many hotkeys, i think it would benefit a lot with more streamlined controls.

first time i played this. i don't have much to say, besides that it's fun. i got stuck on the last level, i couldn't figure out how to get to the other side of the bridge, but that's just me sucking at these type of games. well done!

animations are hot, models are amazingly hot too. 

the combat however, is not. and honestly, i found the pose change menu a little counterintuitive. the "futa" option is there but doesn't work at all

cool concept,i'd like to see more of it. maybe add a little more jiggle to their dangly things. Furia takes the cake for me (obviously, i'm a furry), but i like the translucent shader details in Light's body.

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 It still doesn't show up in google search. My other game does however. And it also shows up on itch's search queue.

So im seeing lots of people are having the same issue. Should i just delete the page and make another one? Sigh.

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https://xyz-z.itch.io/claws-of-steel

Hi, i got rid of the empty placeholder page and i got a "proper" one set up, even with a downloadable file on it.

It still doesn't get indexed, nor does it appear in google search. 

Can anyonbe help me with this?

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thanks for the feedback. i'll get rid of those problems if i decide to continue developing this. maybe i'll just scrap, or atleast revise the code for autoaim thing. i too think it's kinda shit and it's shoddily coded due to me being a programming noob.

hey, thanks for the feedback. im still getting the hang of it, but i will take these considerations in case if i end up developing this a little more.

cool, hope you flesh out this into a more complete game

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fun game, well done