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love the game, though it feels overly punishing at times, especially the grubs and stray bullets, a brief damage buffer would be nice, it would allow for strafing strategies that dont get countered by just spray n pray, but for the grubs they definitely need an attack delay, its easy to get surrounded and cornered in ways its nearly impossible to avoid damage, overall great game though, cant way for more 

(+4)

Thanks for playing! I plan on overhauling both the grub level and their behavior a lot, I know it can get a bit overwhelming right now. In general I'm not too happy with the second mission, I should've probably changed it to be the last one.

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Fair, still an extremely enjoyable game, especially the Vulcan gun, another comment/suggestion ive got is collisions with structures, The player hitbox loves to catch on obstacles, I find it rather annoying to get caught against something while dodging because the edge of my crawler barely clipped a building, if its due to the hit box and not something else I think a rounded one may fix this (take this with a grain of salt, im no game designer)

Also, Val's character design is great, I found it while looking for concept art of the Crawler to build a model of it, if its not too much to ask, do you have any other angles of the Crawler that arent shown in the game or the magazine's(?, the only image has a crease down the middle so I assume its from a magazine)front view, there seems to be multiple version of the Crawler too

Anyways, have a great day!im looking forwards to more of this incredible game!

another comment/suggestion ive got is collisions with structures, The player hitbox loves to catch on obstacles, I find it rather annoying to get caught against something while dodging because the edge of my crawler barely clipped a building

Technically the hitbox is actually round - it's a circle around 15 pixels in size, but I've actually recently modified it so you can now destroy really small buildings - if they're 20 or so pixels in width, your crawler will just plow through and crush them like it does with a few select small ones currently.

Also, Val's character design is great, I found it while looking for concept art of the Crawler to build a model of it, if its not too much to ask, do you have any other angles of the Crawler that arent shown in the game or the magazine's(?, the only image has a crease down the middle so I assume its from a magazine)front view, there seems to be multiple version of the Crawler too

I'm glad you like the design! I'm afraid at the moment I don't have any other views/illustrations of it. There's going to be lots of different shots of it and other drawings in the game via cutscenes and an intel section I've been quietly working on. Technically the one that you see on the main menu and the current itch banner is an earlier version of the design that I hadn't finished fleshing out (the legs for example cannot rotate), but other than that there's only one variant of it so far, seen in the magazine and the hangar.

Anyways, have a great day!im looking forwards to more of this incredible game!

Thank you! It means a lot.

Oh? Odd that it catches on stuff then, destroying small buildings will be handy though

And yeah that's fair, not many design images, though i did find an old 3d model looking image of it from an old Itch.io post, but only a frontal view again, i noticed the banner one is an older design too, its tempting to make both of them as models now if only i had the parts, same for the enemy mechs if there were detailed pics of them, even the Heli that drops you off looks really neat! 

Thanks for sparing time for another reply! 

Do you make physical models? If you'd like, I'd be happy to make and send you some reference photos if you contact me on bsky or Twitter.

The mayhem feels like the first two GTA games. Hogging the charged-up railgun seems like cheating. I'd fix it with an overheating mechanic that stuns the player if held charged too long.

Thanks for playing. I've been working on adding a laser weapon that has a cooldown/overheat mechanic that functions similar to that. I think it's best to keep the railgun functioning as it is since it's less of a serious weapon and might end up just being a purposefully OP end-game unlock.

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This game is absolutly incredible ! I haven't had this much fun in while. I do have some things to say though :

Enemy missles feel nearly impossible to dodge. Maybe add some sort of counter measures ?

Helicopters feel like the strongest enemy so far. They appear unphased by smokes (i love smokes, the most usefull and neat thing to use in the game imo), i cant seem to hit them with any missiles, they feel like they have the most health out of any enemy in the game and they do so much damage and fill up your screen very fast. My suggestion would be to make a heavy mech which has the same damage and maybe just a little more health then the helis while lowering the heli HP and making them vulnerable to smokes.

Now some things that I would love to see :

Battles where you have allied units attacking a hostile stronghold with you.

More mechs and boss battles (Pleaseeeeeee)

Infantry that could take cover in buildings and launch RPGs as well as peper you with machine gun fire

The health bar being out of 10 can be very confusing, sometimes you take hits and it looks like you dont take damage and sometimes it feels like you get hit once and lose 3 HP. Maybe making it out of a 100 or 100% would make this better ?

Different cores (which would give you an an amount of power/wheight ratio allowing for faster, smaller mechs and larger, tankier mechs), engines (tradeoffs between cruise speed and overdrive) and armors (again tradeoff between wheight/protection to different weapons, maybe even allowed an Active protection system to intercept missiles !) sort of how armored core 6 works.

Two different weapons systems at once (one of each arm) : as an exemple you could be able to pick duel gattling guns, auto cannon + railgun and things like that. I think it would really open up your options and how you fight against enemies.

I'll be following this game cause i cannot wait to see how you make it better !

PS: pls make a discord i have more good things to say about this amazing game

Thank you kindly for the feedback and playing!

Enemy missles feel nearly impossible to dodge. Maybe add some sort of counter measures ?

This has been planned for awhile now. I intend to have APS modules that intercept missiles and also different armor kits like slat armor and ERA that has a chance to block/stop explosions from hurting the player.

Helicopters feel like the strongest enemy so far. They appear unphased by smokes (i love smokes, the most usefull and neat thing to use in the game imo), i cant seem to hit them with any missiles, they feel like they have the most health out of any enemy in the game and they do so much damage and fill up your screen very fast. My suggestion would be to make a heavy mech which has the same damage and maybe just a little more health then the helis while lowering the heli HP and making them vulnerable to smokes.

They are indeed some of the most heavily armored targets in the game right now. Try having your reticule directly on them, that will allow you to shoot over buildings and reach them. Admittedly missiles don't behave that way yet, I'll need to fix them to do so.

Battles where you have allied units attacking a hostile stronghold with you.

Sure!

More mechs and boss battles (Pleaseeeeeee)

Bosses are coming and so are more enemy mech types!

The health bar being out of 10 can be very confusing, sometimes you take hits and it looks like you dont take damage and sometimes it feels like you get hit once and lose 3 HP. Maybe making it out of a 100 or 100% would make this better ?

This is due to the fact some enemies do 0.5 damage with their bullets, and the armor bar is always set to round upward. So you can get hit by one bullet and it'll still say 10 / 10 armor right now. I'll probably change this to account for the fractional damage, sorry about that.

Different cores (which would give you an an amount of power/wheight ratio allowing for faster, smaller mechs and larger, tankier mechs), engines (tradeoffs between cruise speed and overdrive) and armors (again tradeoff between wheight/protection to different weapons, maybe even allowed an Active protection system to intercept missiles !) sort of how armored core 6 works.

This is an interesting idea which has been suggested before, and I'm definitely working on exploring how it can change the gameplay. A lot of people would like the mech to be more modular as well, so we'll see what happens. As said before, the APS as shields are also planned.

Two different weapons systems at once (one of each arm) : as an exemple you could be able to pick duel gattling guns, auto cannon + railgun and things like that. I think it would really open up your options and how you fight against enemies.

While this would be nice, I think it might be ultimately unnecessary due to how short the levels are currently. I feel like there isn't too much of a need to have that if they're only 3-5 minutes long...

I'll be following this game cause i cannot wait to see how you make it better !

Thank you!

PS: pls make a discord i have more good things to say about this amazing game

I appreciate it, but currently I feel like there's simply not enough content to warrant making a Discord server. Maybe in the future after the game releases.

(+1)

great game i got an S in every mission (is there an S+?)

the vulcan is the strongest weapon by far the only other weapon you need to use is the scatter gun for mission 2 .

i loved every mission but 2 felt a little stale maybe add different grub types.

i absolutely loved the move and shot gameplay its so smooth and the sound affects (vulcan brrrrrrrrr) are so  satisfying , great game would love to see expanded.

Thank you for playing!

is there an S+?

S is currently the highest rank you can get, though I could theoretically have an S+ for zero hits taken since the current S rank allows 1-2 hits depending if your time is really good.

the vulcan is the strongest weapon by far the only other weapon you need to use is the scatter gun for mission 2 

It's true, the Vulcan will probably be a late-game weapon unlock.

i loved every mission but 2 felt a little stale maybe add different grub types.

Yeah, I'm not fully satisfied with it either. I'll be changing their behavior and adding other types of organic enemies eventually.

i absolutely loved the move and shot gameplay its so smooth and the sound affects (vulcan brrrrrrrrr) are so  satisfying , great game would love to see expanded

Thank you again!

(+1)

me encanta el tipo de juego el arte la ambientación y el como se juega amo este tipo de juegos y me gastaría saber como ayudar

I love the visual style, the gunplay, and the way the mech glides across the landscape! As others mentioned, though, I'd love to see a dash ability in addition to the sprint and more fleshed-out stamina/energy management mechanics. 

Out of curiosity, do you have a way to connect for business inquiries like Discord or email?

(+1)

Thanks for playing! I think a dash function would be cool as well, I'll see what I can do.

Out of curiosity, do you have a way to connect for business inquiries like Discord or email?

I know it's not ideal, but I have a Twitter and bsky account if you'd like to message me.

(+1)

I sent you a message on Bluesky :)

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!

(+1)

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 :)

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.

(1 edit)

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.

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