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Really hard and really fun (i probably just have a skill issue tho.) would 100% recommend this game!

Thank you!

love the movement, but i feel like youve got more planned for energy management, but would like to see a tap shift to dash function and maybe a ever so slight buff to the decay over time on shift movement

overall good work! keep it going!

A dash as an upgrade would definitely be cool. I'll buff the overdrive time by maybe 2 or 3 seconds, I think it's lasts too little as well.

overall good work! keep it going!

Thank you! I'm trying.

Core gameplay is very satisfying! The art is excellent. This game has a solid foundation. It reminds me of the frantic chaos of Hotline Miami or Mass Effect as a Vanguard.

I especially like to sneak attack through buildings with the railgun, its a blast.

Text can be hard to read, especially in the hanger.

The crosshair being the same color as the enemy indicators makes it easy to lose track of in the chaos of combat. Color change or a line coming from the mech would minimize the issue.

I'm not a fan of mission 2, Kiting a (nearly) endless swarm gets old fast. Perhaps having a rush of worms to block shots for a more dangerous ranged attacker? Then the player can choose to break through the front, maneuver around the worms or try to break up the group using terrain. Alternatively use the worms to flank and block maneuvering against a more dangerous attacker? Then the player needs to prioritize, kill the flank to open up maneuvering room or kill the dangerous attacker to reduce the threat.

Thank you for playing and the feedback!

Text can be hard to read, especially in the hanger.

I've since changed and replaced a few of the fonts, particularly the small ones. The next build should be way more readable, sorry about that!

The crosshair being the same color as the enemy indicators makes it easy to lose track of in the chaos of combat. Color change or a line coming from the mech would minimize the issue.

I've implemented a settings menu where you can change the reticule and also add a laser line if you'd like. You'll also be able to change the position of the incoming enemy indicators too.

I'm not a fan of mission 2, Kiting a (nearly) endless swarm gets old fast. Perhaps having a rush of worms to block shots for a more dangerous ranged attacker? Then the player can choose to break through the front, maneuver around the worms or try to break up the group using terrain. Alternatively use the worms to flank and block maneuvering against a more dangerous attacker? Then the player needs to prioritize, kill the flank to open up maneuvering room or kill the dangerous attacker to reduce the threat.

Yeah, I'm not happy with it either. The final version of that mission will be a lot more fun and also have a proper map. It's not as fun if the enemies aren't interacting with the buildings and tearing them down. I didn't want to reuse the city level though, so I ended up having it take place on that cheap placeholder map.

What is this? A font size for ants? Dope game.

Sorry about the font! I assume you mean the ones on the hangar screen. I've since changed them to a larger and more readable one.

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Wonderful game. Asking if there will be bosses soon and how's development so far since last update?

The game is seriously Underrated and great.

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Thank you for your kind words. 

Asking if there will be bosses soon

Probably not soon, but they're planned. I've been writing down some ideas for them.

How's development so far since last update?

Slow, but very steady. I've been working on a lot of boring and not so flashy things like better settings menus and rewriting the save system to implement mission progression, so I haven't had many particularly visually interesting things to showcase in a devlog, but it's being worked on every day:


When I have some more interesting things to show, I'll put them all together and show them off. I don't want people to think I've stopped working on this game since the last update.

Very good. Really excited to see where this goes. Railgun my beloved.

Glad you liked it! 

(+1)

It is definitely a nice game. I look forward to this game launching new gameplay and more mission.

Thank you! There will be more types of missions.

That's a nice take on the mecha genre!

(What I like)

Game visual style, VFX and SFX are good! Shooting feels pleasant. Add some music tho :)

(What can be improved)

1) Environmental damage is annoying: 

The game encourages me to destroy everything around, but at the same time, it feels very random to lose HP by occasional debris explosions. It is not clear what is dangerous and what is not. I wish I could focus more on enemy encounters and not be afraid some brick will scratch my mecha :)

2) Player Focus is split:

I focus far on the screen border to kill the enemy as soon as I see it, at the same time, I need to keep an eye on what's going on close to my mech.

3) Poor combat readability:

Enemies painted in environment camo are cool, but it's very hard to see them around because they blend with the environment too well! Spare the players a bit :)

4) Beat'em up or stealth action?

I think the game struggles a bit with its identity. It lacks the tactical depth to be a stealth action, at the same time it's very punishable if you try to run and gun in the enemy's face.

5) The flat mission structure is a bit dull

I have a feeling that designing missions similar to Desert/Jungle Strike games (sequence of objectives to complete) will fit your game perfectly.

(Conclusion)

I feel the combat distance should be reduced and taking damage made less punishing. Your game has a great shooting feeling and it's a big loss that as a player I can't embrace exchanging hits with enemies face-to-face.

Right now lonely enemies just occasionally wearing off the player's mech armor. It's beneficial to kill the enemy from a safe distance and avoid combat. While it makes total sense from a real combat point of view, it's not very exciting from the game design perspective. Why do I need a big armored mecha if it can't fight? :)

I think clustering enemies into small groups and shifting focus from "survive the mission" to "survive the local group encounter" would make the game more dynamic and fun to play.

Overall, cool game, keep it up!

Thank you for playing and the feedback!

1) Environmental damage is annoying: The game encourages me to destroy everything around, but at the same time, it feels very random to lose HP by occasional debris explosions. It is not clear what is dangerous and what is not. I wish I could focus more on enemy encounters and not be afraid some brick will scratch my mecha :)

I can understand how that can be annoying. It's mostly cars that tend to cause that. I might have it so they can't damage the player, though on the flip side I think it also helps incentivize one to be a bit more cautious with firing.

2) Player Focus is split:I focus far on the screen border to kill the enemy as soon as I see it, at the same time, I need to keep an eye on what's going on close to my mech.

I don't think I can fix that, sorry.

3) Poor combat readability:Enemies painted in environment camo are cool, but it's very hard to see them around because they blend with the environment too well! Spare the players a bit :)

Some clearer, less desert-esque environments will come that'll hopefully make them pop a bit more. I know it's easy to lose sight of them.

4) Beat'em up or stealth action? I think the game struggles a bit with its identity. It lacks the tactical depth to be a stealth action, at the same time it's very punishable if you try to run and gun in the enemy's face.

There will be some missions that prioritize stealth much more and also feature terrain that won't be as easily destroyed. As a result you'll have to play a bit more careful.

5) The flat mission structure is a bit dull I have a feeling that designing missions similar to Desert/Jungle Strike games (sequence of objectives to complete) will fit your game perfectly.

This is also planned. There'll be missions where you need to complete certain objectives rather than just kill everything.

I feel the combat distance should be reduced and taking damage made less punishing. Your game has a great shooting feeling and it's a big loss that as a player I can't embrace exchanging hits with enemies face-to-face.

You'll have different armor modules which will boost your armor and protection, right now you only have 10 layers but there will be upgrades to it.

Overall, cool game, keep it up!

Thanks!

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In a long line of disappointing games and the trust issues I have with todays games, this game gives me hope. I cant wait for future updates. Love this game.

Thank you! I hope the final release won't disappoint.

Is it wrong to try the game before paying for it?

Not at all. Any payments are purely donations, please save your money if you have anything better to spend it on!

(+1)

Nothing better, just wanted to try it first. 100% respect for your time and thanks for the quick response!

(+1)

This game is amazing, thank you so much for the fun!

You're very welcome, thank you for playing!

(+3)

Steam when!

Soon!

Will the game com to steam at some point ?

Very soon, hopefully. I'd like to get a few more key features in before making the page.

Great, I'll wait for that, the game look like tons of fun !

It would be so nice if we could also play using our controller :')

Don't worry, gamepad support is coming!

(+1)

Whaaaaaa :)

The game is already compatible with hundreds of controllers, if you use JoyToKey. On conflexgames.com, you can download a custom-made version of JoyToKey that's easy to use in a living room, and this game has its own barcode, which gives you easy access to the keyboard and mouse defaults.

Absolutly awesome 👍, but grenades should be on middle mouse or E because X is make it impossible to use while driving. Anything else is awesome.

(+2)

Thanks for playing! Next build will have full key rebinding options so you can assign it to anything you'd like.

(+2)

Love the game but i do think there could be more balancing on these weapons:

Gau-678 rotary cannon - Needs slightly more firepower and ammo max, maybe increased penetration on fleshy targets since its literally just Gau-32C vulcan but worse

DP7 thermal projector - Less range, higher spread and either slightly less ammo consumption or more ammo max

K5-2 Scattergun - Higher fire rate and less damage since its supposed to be anti aircraft (on that note make aircraft have less health and more speed and non guided missile type weapons have a chance to miss it entirely)

Electromagnetic railgun - Add a sort of charge time and the more time it charges the more damage and penetration it gets, charge it too long and it explodes in your face

And make the landsword sprite change when using different weapons, e.x. a huge solid barrel when using the Electromagnetic railgun

(+1)

Hey, thanks for the feedback. I've changed some of the weapons since the release of the current public build, so they should be a bit more improved next time around.

Gau-678 rotary cannon - Needs slightly more firepower and ammo max, maybe increased penetration on fleshy targets since its literally just Gau-32C vulcan but worse

I've since buffed it to do just that - much more ammo and a slightly higher damage.

DP7 thermal projector - Less range, higher spread and either slightly less ammo consumption or more ammo max

Slower ammo consumption was added as well as a slightly increased fire rate.

K5-2 Scattergun - Higher fire rate and less damage since its supposed to be anti aircraft (on that note make aircraft have less health and more speed and non guided missile type weapons have a chance to miss it entirely)

Noted, I'll see what I can do to change the missiles.

And make the landsword sprite change when using different weapons, e.x. a huge solid barrel when using the Electromagnetic railgun

This is planned, but it will probably be done late in development since I don't want to have to keep changing a lot of different sprites should the current in-game one be modified.

(+2)

I love this, I want more!!!!

Thank you! More is coming, I'm working on it.

(+1)

Thank you, I wait with great anticipation! 

Any plan on making it open source? You could get help for the Linux build.

I don't have any plans to do that right now. But I'll see what I can do for making a Linux build when I have some free time.

(+4)

This is AWESOME. The feel when firing machine gun rounds was so good and I loved every minute playing the game. Also, putting a pilot UI in an appropriate size enhanced the immersion in conveying the story which I think brilliant. There are many additional things I loved but I can’t describe them all here.

I’m following the project now. Please keep up the good work!

PS Have you (or your team) built the game engine for this project? The interactions & graphics are quite amazing!

(+1)

Thanks for playing and your kind words!

Also, putting a pilot UI in an appropriate size enhanced the immersion in conveying the story which I think brilliant. There are many additional things I loved but I can’t describe them all here.

I'm glad you like the pilot portrait. There's a lot more planned with that and other characters, but for now it and the mission descriptions on the map are all that there is so far.

I’m following the project now. Please keep up the good work!

Thank you! I'll try.

PS Have you (or your team) built the game engine for this project? The interactions & graphics are quite amazing!

I'm making it in Game Maker Studio, so it's not running on a special engine. I'm sure a scratch-built game engine could be far more efficient for performance and rendering some of the effects, but I'm not experienced enough to write one.

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Unfortunately this aesthetically amazing game is not playable because the crosshair is too hard to see! Please add an option to change the color/size/shape of the crosshair. I hope your game becomes a success 🙏

(+1)

I've actually finished implementing some different crosshairs that you can change in the settings menu today, so the next public build will have it be a lot easier to see. Thanks for the kind words!

This is so fun, especially for a demo. The destructability of the environment gives your mecha a lot of weight and power that is so cool in this art style. The guns are satisfying and the enemies are a good balance of difficulty (although once you get the hang of things, they get a lot easier.) Maybe a difficulty adjuster in the future?) 

Excited for the full version!!

Thank you for your kind words and playing!

The enemies are a good balance of difficulty (although once you get the hang of things, they get a lot easier.) Maybe a difficulty adjuster in the future?) 

Don't worry, I plan on ramping up the difficulty a lot more as the game progresses. There's going to be some pretty aggressive enemies that will offer much more of a challenge to fight than the current assortment.

(+1)

very awesome top downer shooter!!!!!!!!

Cheers!

Extremely talented work. Art, animations and effects are among the best.

Thank you!

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Oh my God. this was Amazing. It brings back Nostalgia of playing games such Battletech on Sega, Nuclear Strike on PC, and Future Cop LAPD on Playstation.. Can't wait to play on the full release.

Thank you for playing! I'm glad it reminds you of all those classic games, I'm hoping to make something that's reminiscent of old titles like that with its overall aesthetic and feeling.

Honest Review

Map Design: balanced, fulled of cover and make sense as they're a city. 

enemy AI, pretty smart. But literally stunned as soon as they see a smoke grenade. 

The player controls a large mech that somehow can't get through a streetlight or a tree at low speed. 

Varieties of weapons but they all mostly the same

Difficulty...bruh. Enemies are pretty easy to kill but they hit hard just like the player. But the hard part is to keep the city damage as low as possible which used to calculate the level-end score.

Suggestions: Make the missiles fly over cover, Decrease gun spread or add a gun with high accuracy like a sniper rifle. Make the guns easier to differentiate.Make the trees and streetlights more easier to destroy.

Thank you for the review!

The player controls a large mech that somehow can't get through a streetlight or a tree at low speed. 

That's very unusual, you should be able to plow right through them without any problems.

enemy AI, pretty smart. But literally stunned as soon as they see a smoke grenade. 

I'm working on improving this feature, it's still a bit underdeveloped.

Varieties of weapons but they all mostly the same

More variety is coming.

Difficulty...bruh. Enemies are pretty easy to kill but they hit hard just like the player. But the hard part is to keep the city damage as low as possible which used to calculate the level-end score.

I know it's not very clear right now, but the collateral damage actually doesn't effect the score. The only things that do are the number of hits taken and the time it took to finish the mission.

Suggestions: Make the missiles fly over cover, Decrease gun spread or add a gun with high accuracy like a sniper rifle. Make the guns easier to differentiate.Make the trees and streetlights more easier to destroy.

Will do. Thank you!

Very cool game.

Thanks!

"Hi, will there be an Android version, either a demo or the full release? Great game!"

Hello. At the moment, an Android version is not planned, but maybe in the future I will experiment with it.

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thought about how to make the railgun less powerful: 

Enemies that have armor somewhat like you? Health with "gates" that block damage from overfilling them. A 100 Health enemy with 20 Gates would only be able to take at most 20 damage in a single hit, so a railgun would need five hits while a gatling gun would be able to quickly dispose of them. 

In fluff, could be some form of super-shock ablative armor? It'd make sense since railguns and other super high impact weapons have been deployed.

That's an interesting idea. I like it, though I think I'd need to add a different perhaps lighter version of the railgun. I'd like the one in the game right now to be as powerful as it is currently without nerfing it, it'll just be a late game weapon.

In fluff, could be some form of super-shock ablative armor? It'd make sense since railguns and other super high impact weapons have been deployed.

Cool! I could see it.

perhaps inspiration from the Brigador Galinha? A steady repetition of cover-piercing shots that deal good damage, at cost of somewhat lower ammo reserves than conventional machine guns?

GOOD GAME HELLO FROM ARGENTINA

Hello! Thank you.

(+1)

Amazing Game

Thank you.

Full game when?

As soon as possible...

(+1)

Awezomeness!!!

Thanks!

This is insane! Can't wait for more.

It is such a well executed mecha-survivor type game! You just want to try all of the combinations, already with the limited selection. So much fun!

That's what I meant to say ^^ was logged in with the wrong account

Thank you! I'm glad you liked it.

(+1)

Great demo!

Don't really have any problems, questions, or suggestions that others haven't already mentioned, maybe an onscreen indicator for enemies beyond a missile lock. My eyes on multiple occasions completely went past/looked over enemies on screen, as they blended into the environment, which could be the intent for all I know. 

Despite it being just a demo, it's one of the best things I've played in actual years! 

Really do hope this gets more content!

Thanks for checking it out!

Don't really have any problems, questions, or suggestions that others haven't already mentioned, maybe an onscreen indicator for enemies beyond a missile lock. My eyes on multiple occasions completely went past/looked over enemies on screen, as they blended into the environment, which could be the intent for all I know. 

I could try and add an additional indicator near the player mech itself to point out enemies, though I'm not sure it should be on by default.

Despite it being just a demo, it's one of the best things I've played in actual years! 

That's very high praise, thank you.

Really do hope this gets more content!

More to come. Progress has been slow, but steady. I'll see if I can put up a post soon showing some of what's being worked on.

(+1)

我的天呢!超级好的demo!

横版射击游戏真的是我的心头好,游戏体验下来感觉是硬核闯关呢,个人感觉冲刺的体力可以多一点,而且游戏热度也上来了,如果可以出新手教程的话会更好!

感谢您的美言和玩我的游戏!

我计划最终为新玩家添加一个教程。冲刺机制也会有一些升级。

😄👍🏻

(+1)

Very cool game, reminds me a lot of Brigador. Can't wait to buy the full thing!

(-1)

Cheers!

Cool game. I must note good sound work, weapons have a lot of oomph. Will game have soundtrack playing during missions?

As for gameplay, will there be another grenades and rocket types? Perhaps other mechs to pilot?

Thanks for playing.

Will game have soundtrack playing during missions?

A soundtrack for each level is planned, though it may be some time.

As for gameplay, will there be another grenades and rocket types? Perhaps other mechs to pilot?

More weapon variety is being worked on. As for other vehicles to pilot - I'm still undecided. Maybe for certain special missions.

Im in love with this game, i hope it gets more content :)

Thank you! I'm working on developing it further.

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Best stuff I've played for a long time.

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Needs more levels and weapons.

But my fren uses Linux, make a Linux compatible version PLEASE.

I'll see what I can do. In the meantime, someone made a guide for getting it running with Proton emulator here: https://itch.io/post/12471526

I'm glad you like it!

(+2)

One of the best games I've played on this website. Keep making games like that.

That's very high praise, thank you.

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