Just played through all 3 missions ( haven't beaten the 2nd yet ) and this was really damn good
Love everything about this, although I think the rubble left over from the destroyed buildings makes it hard to actually see enemies sometimes. I think either the rubble or the enemies should have a different colour pallete
Same in the second level where it became kinda hard to see the worms among all the blood. I guess in a way this atleast teaches a player to keep moving, but I think it's still worth noting
Either way, this is a fantastic base for more. Can't wait to see what else you do with this
I didn't use shift much in the demo version, perhaps the developer could consider the mecha can damage enemy by impact and take less damage from enemy impact when using shift. This effect could appear in the direction of move as a shield.
There will be upgrades for the boost and engine. Will definitely have an ability to damage enemies by slamming into them or reducing damage when boosting; currently I'm working on implementing a proper hangar for that. Thanks for playing!
Really cool! Digging the art style and aesthetic a lot. How did you make the sprite stacks for all the "models" in the game? Voxels converted to slices? Either way cool stuff!
A mixture of voxels converted to slices, conventional 3D models downscaled to voxels, and sometimes hand drawing each of the slices. Thanks for playing!
Glad to hear people with older hardware can run this. I'm working hard on trying to get resolution resizing working, something is messing it up. I apologize you and other people had to play it in such a small resolution.
← Return to game
Comments
Log in with itch.io to leave a comment.
Just played through all 3 missions ( haven't beaten the 2nd yet ) and this was really damn good
Love everything about this, although I think the rubble left over from the destroyed buildings makes it hard to actually see enemies sometimes. I think either the rubble or the enemies should have a different colour pallete
Same in the second level where it became kinda hard to see the worms among all the blood. I guess in a way this atleast teaches a player to keep moving, but I think it's still worth noting
Either way, this is a fantastic base for more. Can't wait to see what else you do with this
Thank you for playing!
Second level will be redone completely. I'll see if I can improve the readability further in the next build.
Good game.
I didn't use shift much in the demo version, perhaps the developer could consider the mecha can damage enemy by impact and take less damage from enemy impact when using shift. This effect could appear in the direction of move as a shield.
There will be upgrades for the boost and engine. Will definitely have an ability to damage enemies by slamming into them or reducing damage when boosting; currently I'm working on implementing a proper hangar for that. Thanks for playing!
Really cool! Digging the art style and aesthetic a lot. How did you make the sprite stacks for all the "models" in the game? Voxels converted to slices? Either way cool stuff!
A mixture of voxels converted to slices, conventional 3D models downscaled to voxels, and sometimes hand drawing each of the slices. Thanks for playing!
No more downloads? :’(
It's up again!
Wow! Thank you! Game is amazing already!
Awesome destruction, fun combat, good work! excited to see you continue with this! thank you mezz!
Can't wait for a finished game
Thanks for playing!
Great sound effects and UI! Took me straight back to 80s anime.
Glad you like it and noticed the 80s anime inspiration! The ricochet sounds are straight from Patlabor and Gundam.
This game got so much potential !
Oh, it runs on mine 32 bits potato, nice.Mine only complaint is that everything being beige makes it hard to see thing on the small window
Glad to hear people with older hardware can run this. I'm working hard on trying to get resolution resizing working, something is messing it up. I apologize you and other people had to play it in such a small resolution.