I've read through most posts so I guess everyone knows rotary cannon was kinda lacking lol, glad it's getting some love.
Performance wise, it runs extremely smooth on my potato, but the default options almost ruined it with low frames, making the game run at like half speed. Alternate sync instantly fixed my issues. It seems none of the settings properly save and I had to change to fullscreen every time I run the game, thankfully it does read from the ini file to always have alt sync on.
I showed this to a dev friend and he was very impressed, but he did comment that it felt like a tech demo. With some further objectives and (potentially) a procedural game mode, I can see myself spending hundreds of hours on this at least.
Difficulty felt a bit inconsistent at times: on the same level, enemy spawns, I believe, seem somewhat random, at least for certain enemies (mostly the mechs on mission 1). Mission 2 is very WIP, but I do love the overwhelming bug forces and how it felt like a change of pace from the mechs. Mission 3's beginning can be extremely hectic and I wish there were more situations like that: enemies surrounding you from all directions and aggro'ing the player, but as soon as I move away to a safe position and start taking out enemies, this sense of thrill is somewhat lost. I understand it's likely the intention to make it somewhat stealth-focused, but the hectic dogfighting is so much fun. It reminds me a bit of the Synthetik 2 situation, where enemies used to struggle with aggro and can be easily taken out from a distance, splitting the engagements to many tiny parts of the map where enemies are grouped up, instead of a more fluid experience where player is constantly under pressure. Personally I prefer when enemies come in bigger groups from many directions to really force me to be somewhat strategic and take them out effectively, instead of them showing up one by one which can be easily solved by a missile salvo + gun burst, allowing me to play it safe and wait. Similarly, tanks can be super threatening when mixed with mechs, and I love how deadly they can be!
Finally, big fan of the simple and arcadey movement, maaaybe overdrive felt a little weak overall without much noticeable effect, but considering the planned future upgrades, it might be okay. Running out of energy needs clearer visual and sound cues though. I also prefer showing enemy positions around the player instead of the cursor so it's easier to tell and not as demanding on my eyes.
Apologies for the text wall, this is my kind of game and I'm so glad to have discovered it so soon ;D
Seems a ton of people are finding this game from that one video, I only wish it had better FPS haha.
I've read through most posts so I guess everyone knows rotary cannon was kinda lacking lol, glad it's getting some love.
Poor rotary cannon! I still love it even if it's basically playing on hard mode. Will receive a major buff next build.
Performance wise, it runs extremely smooth on my potato, but the default options almost ruined it with low frames, making the game run at like half speed.
Good to hear! Sorry that it was running at half speed on default. It runs well on my own potato and I don't have to use any of the V-sync settings, but I realize people's rigs vary greatly so I implemented those options. I was worried from watching people's streams and let's plays that the game isn't optimized enough, but it seems like it's mostly the recording software that makes it chug.
Alternate sync instantly fixed my issues. It seems none of the settings properly save and I had to change to fullscreen every time I run the game, thankfully it does read from the ini file to always have alt sync on.
There actually shouldn't be any .ini files saving, it's strange that alt-sync is remembered. I guess that must be an internal Game Maker thing. Both the main menu and options menu are very quick placeholders thrown together in two days for a jam. It'll be replaced with proper ones that save your settings as soon as I can. Had I known so many people would be playing it I would've worked way harder to polish that aspect, sorry.
I showed this to a dev friend and he was very impressed, but he did comment that it felt like a tech demo. With some further objectives and (potentially) a procedural game mode, I can see myself spending hundreds of hours on this at least.
It's definitely a tech demo... for now. I hope to have more missions and hopefully a proper campaign in, assuming things won't be downscoped.
Difficulty felt a bit inconsistent at times: on the same level, enemy spawns, I believe, seem somewhat random, at least for certain enemies (mostly the mechs on mission 1)
Mission 1 does have randomized spawners in each corner that go off at different times. It's to keep it fresh each playthrough. But I see how it can cause the difficultly to ramp up hard sometimes, especially depending on where you go in the city.
Mission 3's beginning can be extremely hectic and I wish there were more situations like that: enemies surrounding you from all directions and aggro'ing the player, but as soon as I move away to a safe position and start taking out enemies, this sense of thrill is somewhat lost. I understand it's likely the intention to make it somewhat stealth-focused, but the hectic dogfighting is so much fun. It reminds me a bit of the Synthetik 2 situation, where enemies used to struggle with aggro and can be easily taken out from a distance, splitting the engagements to many tiny parts of the map where enemies are grouped up, instead of a more fluid experience where player is constantly under pressure.
I have to say it's been super interesting seeing how greatly people's experience and preference vary. Some people say it's way too easy and they beat every level on the first try, others like you figure out pretty quickly that enemies have a cone of vision and you can actually use cover to ambush them and play strategically, dodging missiles and wiping out formations. Meanwhile some other people haven't been able to finish even the first mission or figure out how to turn off screenshake and change the resolution, c'mon it's literally in the single settings menu.
I'm with you in that I think tight street fighting and being surrounded is exhilarating. I love how tense it can get especially when you're low on armor, which is why I intentionally didn't put any health pickups on the map.
Personally I prefer when enemies come in bigger groups from many directions to really force me to be somewhat strategic and take them out effectively, instead of them showing up one by one which can be easily solved by a missile salvo + gun burst, allowing me to play it safe and wait. Similarly, tanks can be super threatening when mixed with mechs, and I love how deadly they can be!
I have plans for a lot more different enemy types to mix it up and put a monkey wrench in the long distance/missile spam. I'm thinking every enemy should have a clear and choreographed behavior, like the noticeable difference between the mech and tank enemies. Oh, glad you liked the tanks by the way! They can really filter more casual players lol.
Finally, big fan of the simple and arcadey movement, maaaybe overdrive felt a little weak overall without much noticeable effect, but considering the planned future upgrades, it might be okay. Running out of energy needs clearer visual and sound cues though.
Yeah the current state of the overdrive function in this case would be your starting level boost. A lot of people have suggested that you should be able to boost into enemies to damage them, I think that'd be a fun upgrade. Appreciate you also pointing out the overdrive needs a better indicator, I'll have the box turn red like the armor indicator and maybe put a quick beep sound if it hits 0/80. Thanks!
I also prefer showing enemy positions around the player instead of the cursor so it's easier to tell and not as demanding on my eyes.
I can probably put that as a setting in the options to toggle, along with being able to turn off the camera smoothing which some people find nauseating.
Apologies for the text wall, this is my kind of game and I'm so glad to have discovered it so soon ;D
Not at all! Thank you for the in depth comment, kind words, and feedback! I will use your suggestions to improve it!
(Sorry about your previous comment disappearing, I was experimenting with the different board layout and it seems I cannot have both.)
The issue with the particles not clearing on redeploy will be fixed in another patch. Also the protagonist and other art on the page will return in color. Thank you again.
And yes thank you for feedback on both! In love with the protagonist, she's very pretty. Very excited about this game. I've been play-testing this game basically daily and I record footage so let me know if you want me to recreate any gameplay parameters for bug-fixing.
The only other glitch I've encountered was that sometimes when I try to launch missiles they seem to not fire at all. For reference I play with V-SYNC on at 1920x1080.
Glad to hear that. Drawing characters isn't something I'm very experienced with, so I'm glad she came out appealing!
Very excited about this game. I've been play-testing this game basically daily and I record footage so let me know if you want me to recreate any gameplay parameters for bug-fixing.
I'd be interested in seeing the particle issue recreated, if possible. I had a friend show me a glitch occur where smoke trails from exploded enemies would just be frozen if they alt-tabbed back into the game, they also played on 1920x1080 but with V-sync off I think. Might need to look into having the game detect whether or not the player is focused on the window, right now the default game engine code is handling all of that.
The only other glitch I've encountered was that sometimes when I try to launch missiles they seem to not fire at all. For reference I play with V-SYNC on at 1920x1080.
Hmm, interesting glitch. Are you using the lock-on or just trying to blind fire them? There used to be an old glitch where they wouldn't fire if you held the right mouse button for exactly 15 frames as that was the time it checked whether or not to start drawing the laser line, but I have since fixed that on update V.05 and 5.1 which I put up a few days ago. Will try playing with V-sync on when I can to see if I can recreate that.
Oh, if I may ask you one more thing - how's the FPS? I tried to optimize it a lot if you're playing on 5.1; there should be far less lag during heavy combat if you were having any. Thank you again!
OK I'll try and recreate the particle issue today. I'll host the videos on YouTube. I'll keep the same conditions for gameplay on (1920x1080 with V-SYNC on).
Here's a link to the missile glitch I described earlier. It's around four minutes and thirty seconds.
I'll set up an FPS count when I play next time. It was pretty good. I am playing with an Intel i5 (10th Generation) on an NVIDIA GeForce RTX-3060.
Already tons of fun in this early stage, shooting feels great. Rotary feels the best of all weapons but it also seems the weakest?
Just needs a lot of unlockables and I'll be hooked for hours. Dash, jump, shield, smoke grenades, stealth, deployable minefield, sidegrades and upgrades :]
I see the tracks from lion eats tonight are back, they fit great here.
And lastly the artstyle is very nice, especially that last pic on the game page. What are those, tactical abs? I'm on board
A bangin' soundtrack to match would be great but I can always put something on myself in the background
Already tons of fun in this early stage, shooting feels great. Rotary feels the best of all weapons but it also seems the weakest?
Cheers for playing! Rotary cannon is pretty poor indeed; I admit I kind of nerfed it compared to an older build since it basically made the autocannon unnecessary, but in hindsight it's much too weak now. I'm solving this problem by making it dual fire like the autocannon, next build it'll be way more fun to use.
Just needs a lot of unlockables and I'll be hooked for hours. Dash, jump, shield, smoke grenades, stealth, deployable minefield, sidegrades and upgrades :]
There's going to be more weapons and unlockables, including grenades with maybe different types (EMP, smoke, thermite, etc)
I see the tracks from lion eats tonight are back, they fit great here.
Glad you noticed the track effects are from TLET, I ended up reusing them since their code was already perfect, haha.
What are those, tactical abs?
They sure are!
A bangin' soundtrack to match would be great but I can always put something on myself in the background
Indeed, a lot of people have been asking for a soundtrack to go with it. I've composed a few tracks myself such as the main menu and mission end tune, but I'll probably need to recruit some real composers since music isn't something I have a lot of experience with. Thanks again for playing and the feedback, it's much appreciated!
I'm kinda surprised that although its clear that the project is on the very early stage of development it has already pretty good core gameplay and excellent gunporn! Seriously it's very important for shooter game make shooting fun. Most games with guns just don't have this feeling and you're already achieved it! I like the action here is already more than in Brigador. And your art style is very cool! Hope you'll finish the game so looking forward for its further development!
Thank you for playing and your kind words! I'm glad you find the shooting satisfying. I spent a lot of time trying to get it to feel right and put as much destruction detail in as I could. There'll be more to come soon, hopefully!
GREAT game, one small issue players sometimes get trapped easily in the 2nd mission, it would be a great mechanic to barge through the horde or jump or stomp over them, also adding more use to shift would be nice.
Love the idea of charging through hordes, will definitely see if I can add that in. Second mission will be overhauled entirely too, it's just a placeholder level for now.
Hello, found this from your youtube video being suggested, looks cool, I am however having this error upon starting a mission:___________________________________________
Hey, sorry about that! Are you using Linux/Wine? This is a known compatibility issue that I think can be solved by compiling a Linux build of the game, but at the moment I don't have a setup to do that. My apologies.
Okay, I researched this specific error in Game Maker, it seems to be related to your graphics card drivers or DirectX. From what I can tell looking at other people with this same problem, it should just be an issue with DirectX not being up to date, so try updating that and if that doesn't work try maybe your graphics card driver. That should hopefully fix it.
Maybe see if you can find a different emulator to run it for now, perhaps you can find one that says it's designed to handle newer DirectX compatible shaders. From what I've found looking at support forums, Linux OS reads them slightly different from Windows which is what causes the error.
Sorry to the Linux users here, again I don't have the ability to compile a dedicated build at the moment.
Thermal projector is OP and chain gun is just useless (damage to low and fire rate is to high, ammo ends very fast). In other sides game is awesome. Waiting for complete version. Sorry for my english
Agreed, the rotary cannon needs a buff. It works best at close quarters combat in the first level when you have the enemy mechs close to each other, but against heavy enemies like tanks it's pretty bad. Thanks for the feedback!
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.
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This game speaks to me... Thanks to YT algorithm!
I've read through most posts so I guess everyone knows rotary cannon was kinda lacking lol, glad it's getting some love.
Performance wise, it runs extremely smooth on my potato, but the default options almost ruined it with low frames, making the game run at like half speed. Alternate sync instantly fixed my issues. It seems none of the settings properly save and I had to change to fullscreen every time I run the game, thankfully it does read from the ini file to always have alt sync on.
I showed this to a dev friend and he was very impressed, but he did comment that it felt like a tech demo. With some further objectives and (potentially) a procedural game mode, I can see myself spending hundreds of hours on this at least.
Difficulty felt a bit inconsistent at times: on the same level, enemy spawns, I believe, seem somewhat random, at least for certain enemies (mostly the mechs on mission 1). Mission 2 is very WIP, but I do love the overwhelming bug forces and how it felt like a change of pace from the mechs. Mission 3's beginning can be extremely hectic and I wish there were more situations like that: enemies surrounding you from all directions and aggro'ing the player, but as soon as I move away to a safe position and start taking out enemies, this sense of thrill is somewhat lost. I understand it's likely the intention to make it somewhat stealth-focused, but the hectic dogfighting is so much fun. It reminds me a bit of the Synthetik 2 situation, where enemies used to struggle with aggro and can be easily taken out from a distance, splitting the engagements to many tiny parts of the map where enemies are grouped up, instead of a more fluid experience where player is constantly under pressure. Personally I prefer when enemies come in bigger groups from many directions to really force me to be somewhat strategic and take them out effectively, instead of them showing up one by one which can be easily solved by a missile salvo + gun burst, allowing me to play it safe and wait. Similarly, tanks can be super threatening when mixed with mechs, and I love how deadly they can be!
Finally, big fan of the simple and arcadey movement, maaaybe overdrive felt a little weak overall without much noticeable effect, but considering the planned future upgrades, it might be okay. Running out of energy needs clearer visual and sound cues though. I also prefer showing enemy positions around the player instead of the cursor so it's easier to tell and not as demanding on my eyes.
Apologies for the text wall, this is my kind of game and I'm so glad to have discovered it so soon ;D
Seems a ton of people are finding this game from that one video, I only wish it had better FPS haha.
Poor rotary cannon! I still love it even if it's basically playing on hard mode. Will receive a major buff next build.
Good to hear! Sorry that it was running at half speed on default. It runs well on my own potato and I don't have to use any of the V-sync settings, but I realize people's rigs vary greatly so I implemented those options. I was worried from watching people's streams and let's plays that the game isn't optimized enough, but it seems like it's mostly the recording software that makes it chug.
There actually shouldn't be any .ini files saving, it's strange that alt-sync is remembered. I guess that must be an internal Game Maker thing. Both the main menu and options menu are very quick placeholders thrown together in two days for a jam. It'll be replaced with proper ones that save your settings as soon as I can.
Had I known so many people would be playing it I would've worked way harder to polish that aspect, sorry.It's definitely a tech demo... for now. I hope to have more missions and hopefully a proper campaign in, assuming things won't be downscoped.
Mission 1 does have randomized spawners in each corner that go off at different times. It's to keep it fresh each playthrough. But I see how it can cause the difficultly to ramp up hard sometimes, especially depending on where you go in the city.
I have to say it's been super interesting seeing how greatly people's experience and preference vary. Some people say it's way too easy and they beat every level on the first try, others like you figure out pretty quickly that enemies have a cone of vision and you can actually use cover to ambush them and play strategically, dodging missiles and wiping out formations. Meanwhile some other people haven't been able to finish even the first mission
or figure out how to turn off screenshake and change the resolution, c'mon it's literally in the single settings menu.I'm with you in that I think tight street fighting and being surrounded is exhilarating. I love how tense it can get especially when you're low on armor, which is why I intentionally didn't put any health pickups on the map.
I have plans for a lot more different enemy types to mix it up and put a monkey wrench in the long distance/missile spam. I'm thinking every enemy should have a clear and choreographed behavior, like the noticeable difference between the mech and tank enemies. Oh, glad you liked the tanks by the way!
They can really filter more casual players lol.Yeah the current state of the overdrive function in this case would be your starting level boost. A lot of people have suggested that you should be able to boost into enemies to damage them, I think that'd be a fun upgrade. Appreciate you also pointing out the overdrive needs a better indicator, I'll have the box turn red like the armor indicator and maybe put a quick beep sound if it hits 0/80. Thanks!
I can probably put that as a setting in the options to toggle, along with being able to turn off the camera smoothing which some people find nauseating.
Not at all! Thank you for the in depth comment, kind words, and feedback! I will use your suggestions to improve it!
あなたのアートスタイルが気に入りました、特に自機のデザインは素晴らしいです!
それと、フィールドの作りの細かさにも驚かされました。
プレイ中気になったのは敵の視認性が少し悪めな事ですね、これは敵に枠を付けるなどで改善できそうです。
日本語でのコメント失礼いたしました。
プレーとコメントをありがとう!
視界が改善されるべきだという意見には賛成です。敵が見えやすいようにHUDの要素を追加してみます。
日本語でコメントを書いてくれてありがとう。とても感謝しています!
I love you for this. Ever watch Patlabor?
Cheers! I've seen all three films and the original anime, love Patlabor.
(Sorry about your previous comment disappearing, I was experimenting with the different board layout and it seems I cannot have both.)
The issue with the particles not clearing on redeploy will be fixed in another patch. Also the protagonist and other art on the page will return in color. Thank you again.
Don't worry about it, I totally understand.
And yes thank you for feedback on both! In love with the protagonist, she's very pretty. Very excited about this game. I've been play-testing this game basically daily and I record footage so let me know if you want me to recreate any gameplay parameters for bug-fixing.
The only other glitch I've encountered was that sometimes when I try to launch missiles they seem to not fire at all. For reference I play with V-SYNC on at 1920x1080.
Glad to hear that. Drawing characters isn't something I'm very experienced with, so I'm glad she came out appealing!
I'd be interested in seeing the particle issue recreated, if possible. I had a friend show me a glitch occur where smoke trails from exploded enemies would just be frozen if they alt-tabbed back into the game, they also played on 1920x1080 but with V-sync off I think. Might need to look into having the game detect whether or not the player is focused on the window, right now the default game engine code is handling all of that.
Hmm, interesting glitch. Are you using the lock-on or just trying to blind fire them? There used to be an old glitch where they wouldn't fire if you held the right mouse button for exactly 15 frames as that was the time it checked whether or not to start drawing the laser line, but I have since fixed that on update V.05 and 5.1 which I put up a few days ago. Will try playing with V-sync on when I can to see if I can recreate that.
Oh, if I may ask you one more thing - how's the FPS? I tried to optimize it a lot if you're playing on 5.1; there should be far less lag during heavy combat if you were having any. Thank you again!
OK I'll try and recreate the particle issue today. I'll host the videos on YouTube. I'll keep the same conditions for gameplay on (1920x1080 with V-SYNC on).
Here's a link to the missile glitch I described earlier. It's around four minutes and thirty seconds.
I'll set up an FPS count when I play next time. It was pretty good. I am playing with an Intel i5 (10th Generation) on an NVIDIA GeForce RTX-3060.
Cheers for the video, it's very helpful. I just saw the glitch in action, I've added it to my to-do-list of things to fix.
Sweet!
Thanks!
Already tons of fun in this early stage, shooting feels great. Rotary feels the best of all weapons but it also seems the weakest?
Just needs a lot of unlockables and I'll be hooked for hours. Dash, jump, shield, smoke grenades, stealth, deployable minefield, sidegrades and upgrades :]
I see the tracks from lion eats tonight are back, they fit great here.
And lastly the artstyle is very nice, especially that last pic on the game page. What are those, tactical abs? I'm on board
A bangin' soundtrack to match would be great but I can always put something on myself in the background
Cheers for playing! Rotary cannon is pretty poor indeed; I admit I kind of nerfed it compared to an older build since it basically made the autocannon unnecessary, but in hindsight it's much too weak now. I'm solving this problem by making it dual fire like the autocannon, next build it'll be way more fun to use.
There's going to be more weapons and unlockables, including grenades with maybe different types (EMP, smoke, thermite, etc)
Glad you noticed the track effects are from TLET, I ended up reusing them since their code was already perfect, haha.
They sure are!
Indeed, a lot of people have been asking for a soundtrack to go with it. I've composed a few tracks myself such as the main menu and mission end tune, but I'll probably need to recruit some real composers since music isn't something I have a lot of experience with. Thanks again for playing and the feedback, it's much appreciated!
I'm kinda surprised that although its clear that the project is on the very early stage of development it has already pretty good core gameplay and excellent gunporn! Seriously it's very important for shooter game make shooting fun. Most games with guns just don't have this feeling and you're already achieved it! I like the action here is already more than in Brigador. And your art style is very cool! Hope you'll finish the game so looking forward for its further development!
Thank you for playing and your kind words! I'm glad you find the shooting satisfying. I spent a lot of time trying to get it to feel right and put as much destruction detail in as I could. There'll be more to come soon, hopefully!
BTW I set this girl as my desktop image on the phone. That's how I liked your art style. ^_^
<3
I believe this project already have a solid foundation. Can't wait to see more content in missions or build.
Thank you for playing! There will be much more to come.
GREAT game, one small issue players sometimes get trapped easily in the 2nd mission, it would be a great mechanic to barge through the horde or jump or stomp over them, also adding more use to shift would be nice.
Love the idea of charging through hordes, will definitely see if I can add that in. Second mission will be overhauled entirely too, it's just a placeholder level for now.
Keep up the amazing work!
Hello, found this from your youtube video being suggested, looks cool, I am however having this error upon starting a mission:___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_outline_old
D3DXCompile failed - result
at gml_Object_o_player_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_o_player_Draw_0 (line -1)
Hey, sorry about that! Are you using Linux/Wine? This is a known compatibility issue that I think can be solved by compiling a Linux build of the game, but at the moment I don't have a setup to do that. My apologies.
Im actually using windows 10, im on integrated graphics on my dell 7414, stock except upgraded to 32gb of ram.
Okay, I researched this specific error in Game Maker, it seems to be related to your graphics card drivers or DirectX. From what I can tell looking at other people with this same problem, it should just be an issue with DirectX not being up to date, so try updating that and if that doesn't work try maybe your graphics card driver. That should hopefully fix it.
I actually am using wine, and it gives the same error, is there a way to fix it?
Maybe see if you can find a different emulator to run it for now, perhaps you can find one that says it's designed to handle newer DirectX compatible shaders. From what I've found looking at support forums, Linux OS reads them slightly different from Windows which is what causes the error.
Sorry to the Linux users here, again I don't have the ability to compile a dedicated build at the moment.
Man the combat feelss soo good! this is an incredible work of art!
Thank you, glad you liked it!
really cool game
Thanks, more to come!
Thermal projector is OP and chain gun is just useless (damage to low and fire rate is to high, ammo ends very fast). In other sides game is awesome. Waiting for complete version. Sorry for my english
Agreed, the rotary cannon needs a buff. It works best at close quarters combat in the first level when you have the enemy mechs close to each other, but against heavy enemies like tanks it's pretty bad. Thanks for the feedback!
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.