I'm refraining from rating currently, but i will give my feedback as if i were to rate it now. right now, i'd give this a 4/5 stars. it would be a perfect 5, but it's not, purely because this has AMAZING concept, story, and promise, but the gameplay loop is unfortunately severely lacking. because of many of the ways weapons, items, cooldowns and mechanics are implemented, it can often be quite infuriating to progress through missions, and there's a clear line between difficulty and fury. I'll try to keep my feedback constructive and concise
1. Back weapons - They are inefficient to use. Having to swap into them to use them rather than have them as secondary, whether ammo or cooldown, frankly defeats the point of them being back weapons, and negates any crowd control or damage benefits they provide, and as a result, it causes missions where crowd controlling bugs or many turrets becomes cumbersome, frustrating, or damn near impossible unless managed damn near perfectly. I absolutely love the idea that cargo can replace these for fetch mission however, but would definitely benefit from not having to swap between them. 2. Main hand weapons - This should be the weapon that is always active no matter what, with the system as implemented, it would be a more efficient idea to have this be always active, and use it while other equipment is watching your six, but because you have to swap to back mounted items for different utility, the benefits this could provide for a smooth gameplay experience is entirely negated. The core concept of left click being main hand weapon and right click being melee is solid though 3. Melee - I like the idea of melee capability depending on the mech, i do wish the animation canceling was a bit tighter though, as when you only strike once, it causes a significant delay in being able to use it again, much less strike a second time or third depending on the gearbit. rather than being unable to use it entirely, it should be a mixed timer+attack system, so that if you only use one strike, you still have time to expend the additional second or third swing. this would improve close range crowd control and tighten up the combat experience 4. Mission/Objective items - This is single handedly the most frustrating part for me currently, as on one hand, i love the Cargo system for early missions, but the fact that when dealing with the ability to call in airstrikes or supply drops, it replaces your main arm completely ruins the combat experience for me, especially because you have to go retrieve the summon item every time you use it. instead, this should just be an additional mission based ability that doesn't require pickup or weapon swapping, all it should rely on is aim, and cooldowns, simple as that. having to balance personal crowd control plus air drops and supply drops legitimately had me alt-f4'ing an otherwise engaging and fun mission. 5. Ally AI's - this also frustrated me, as when dealing with large scale missions or conflicts, the Ally AI's were completely useless, and couldn't keep enemies off me for any useful amount of time. that combined with the fact they can't push objectives, are far slower than me, and actively get caught and die in environmental hazards leaves me feeling less like i have a squad at my command and more like I'm fighting entire armies by myself
That being said, i don't want to sound like I'm trashing this entire experience non stop, i had a ton of fun, and i see so much promise in the experience already provided from a single developer, I bring my suggestions to hopefully provide great inspiration for an already amazing one man idea, and if you ever need some assistance, I'm a freelance 3D artist, and I'm not afraid to work for free on projects i wholeheartedly believe in.
I can't wait to see where this goes, and despite the kinks, I'm wholeheartedly thrilled with my steam purchase of this game, and intend to continue supporting it with great excitement and anticipation!
great game got the demo but not the full game just asking is it really ok for us to extract or something these files is it really ok for us to download the demo from itch.io
Absolutely awesome mecha game. It's very easy to pick up and the gameloop is very fun, the visuals have their charm despite not looking quite the best and the movement is incredibly smooth.
I can agree. The storyline is good, providing I have 25% of the game. What were those droids from the mine? Who are the GoldCrest pirates? CAN WE DESTROY THE LETOPIDS!? WHY ARE WE TAGGING THEM!?!?
Really, the cave and the wildlife survey are pretty creepy/weird. I also liked the 'Pirate Hotshot'. He reminds me of Granga Mech from Star Fox 64. Maybe...
Hi! I'm noticing a bug where the game keeps resetting my look sensitivity setting. Whenever I enter a new level. It seems to happen every second level or so, and sometimes it happens in the middle of the level after a cutscene. Would love if there was a way to adjust sensitivity while in game, instead of just in the main menu!
This is very weird. As far as I know, there is no way to change the sensitivity during gameplay. The only place where it can be changed is the main menu, so I have no idea how this happens. Turning off vsync caused some issues with the sensitivity, so I would advice turning it on if possible. Does the sensitivity slider in the menu also get reset, or is it just the actual look sensitivity in-game?
The slider itself seems to reset. I move it to minimum every time, but when it resets its always slightly to the left of the middle. I'll try turning on vsync to see if that helps.
Enabling VSYNC fixed the sensitivity problem, in case that helps you troubleshoot. Finally was able to finish the last mission. Great game overall, feel like it really ticks all the boxes I want out of a mecha game. Thanks for making it!
I don't know what could be causing this. No one else has reported anything like it. Does it always crash at the same point, or does it happen randomly?
good day sir, i would to report that your amazing game, in my pc runs with 1800 fps, so if you could add a vertical sync option i will apreciate it so much uwu.
Well then, I'm kinda stumped. If there is no override that turns vsync off, there might be a setting to force it on. But for that you'd need to look at your GPU settings. Unfortunately that's all I can say for now.
I'm a 3060 owner as well. Unfortunately, it's not just this, many other games are broken for me as well. I can't even play Borderlands 2 or Helldivers 2. However this problem doesn't occur to me so it might just be you. perhaps a bad cpu and gpu pair?
Spark: No idea how to contact you, so we thought to contact you here. Game is great. Hope for more replayability and what not. Maybe some coop/versus? (Lofty ask)
The real reason it wanted to get in touch with you is that there is an exploit in the Wave Defense Mode. If you stack turrets on top of each other, they will eventually disassemble upon impact. This is an easy exploitable way to get infinite ammo drops, something that initially costs 5k.
Thanks for letting me know. I made it so that if there is another turret near the landing site, it gets destroyed when the new one is called. Great find. This was a pretty wacky bug. I almost feel sorry for patching it out. If you need to contact me, itch.io works fine. Or if you want to, you can join the Gearbits discord. Active links to that are currently in the wave mode announcement on Steam.
I just beat the all the demo missions, then went back and beat them with the basic GB-01 and no equipment (except for the sprayer and tag gun in Wildlife Survey).
I got stuck in 05 Chance encounter. After I got the 8 boxes, there was a requirement for 10 enemies to be killed. The last one didn't show up. I think it might have died in the poison, or it just didn't spawn.
Thanks for reporting this. The game should count an enemy to the mission score, even if it dies of environmental hazards. If it didn't spawn, the game should only display nine pursuers as the objective. My guess is that it fell out of bounds, or the scorekeeping didn't count it for some reason. Both of these are something I've addressed in the development build. Unfortunately, the itch.io version is a bit behind. I've made a lot of progress, so I'm planning on updating the demo soon.
On Linux mint, after loading into a map you lose the ability to look around. also, Xbox 360 controls are not formatted properly. this could also just be me. anyone else have this issue?
I would like to play, but the game does not display properly; its 'zoomed in' for lack of a better term. Bare in mind that I'm on an ultrawide monitor. Just letting you know of a potential issue. The final game will let me adjust resolution and toggle between windowed and fullscreen, right?
I added support for windowed mode and resolution changing today. I don't know when I'll update the demo, but it will be in the finished game. I hadn't considered how the game would work on a non 16:9 monitor, so thanks for bringing this to my attention.
I loved playing the demo and I'm enjoying playing it again, it's really nice. the only problem is that some texts are not in the correct places inside the dialog box. one other thing will the game have any support for PT BR? so it doesn't hurt to ask
Could you tell me your screen resolution? That might cause the text issues. Unfortunately, I don't have the resources to localize the game, so it'll only have English language text.
Aye this game is really entertaining, one small issue i would like to point out is that some bugs sometimes dont try to move and attack so they kinda just stand still so one has to go and search for them after one finishes with most of the enemies, besides that, i really like how the game plays and how the mecha feels!
That might be because the player can fly. So they have access to places that the bug pathfinding doesn't know how to get to. So the bugs end up just stayin still. Let's hope I figure out how to get the bugs to figure it out.
It was fun Testing, I am looking forward to doing it again. This is a great start to a Pretty cool mecha game. I cant wait to get the final version. Please keep up the Great Work Dev!
Checked out the new demo. Pretty good stuff so far.
I am, however, confused on how to complete Mission 04 (Wildlife Survey). No matter what I do, no matter how isolated the bug is, it does not count towards the completion of the mission. I tried using all three starting GBs and no matter what, I'm stuck at 0/5 Bugs Tagged.
here was also another issue I noticed regarding the briefing screens. They don't properly show, especially the objectives, making it difficult to figure out how to proceed with the missions themselves at times. If it helps, I was using a basic Lenovo IdeaPad 3 15iil05 laptop so, I'm not sure whether this is a hardware/software issue on my end or something on the game's end.
This is a few months late. But I looked into this today and seems like some of the UI elements weren't scaling properly with different resolutions. This should get fixed in the next build. Thanks again for reporting this.
The new demo is awesome. the Devs doing some cool things with this. I'm looking forward to the full version. you guys should check the new Demo out. ALOT has changed from the old version
This is absurdly cool and fun! I just think having to switch between the flight and hover modes while boosting a bit weird (maybe do it like armored core where its hover by default but quickly tapping it again while letting go transitions to flight?). Really like how combat is varied, fast paced, but also simple
Thanks. I did experiment with different control schemes for the thrustres a while back. None of the others felt quite right. But maybe that's just because I got too used to the current controls. I've been thinking about taking a second look, maybe as an alternative control scheme.
Thanks for the comment. I also agree that the health and ammo balance needs some work. I'll have to put it all into a big spredsheet and figure it out one of these days.
Really cool game, I love the movement and weapons. I did run into an issue however, when I use a duelshock controller the right trigger does not fire my weapon and instead opens the menu. Also, when this happens the menu is not fully interactable and I can only reload checkpoint. Hope this helps. :)
That is bizarre. So does this happen multiple times during the level? Does it happen near the start, or anywhere in the level? Thanks for bringing this to my attention.
--EDIT-- Tried today's build that bug is no longer there. the level is working fine now. Do you have a discord or something so I can help test better? I have tested many games from indie to AAA. I would like to help you as much as possible.
I made some changes to the script that sets the starting position for the player. That must have fixed it. I do have plans to make a discord and take testers eventually. But that's gonna be a while from now. I'm glad that you're interested. I hope I'll see you then.
This is basically Gundam meets Earth Defense Force and I'm liking what's on offer so far.
A few suggestions/requests I'd like to make:
1.) More varied melee attacks for the Mechs/GBs - It might seem like a strange request but allow me to explain. The melee attack right now only consists of a single beam saber attack. While a well-timed and well-placed hit can squash a bunch of bugs, the notable delay between melee strikes does mean that players wanting to add more melee into their combat would run the risk of getting swarmed.
For the ace version of the default suit, perhaps having it strike more than once when the melee button is pressed would be helpful.
As for the mining Mech, a more aesthetically fitting melee attack in the form of a jackhammer or a mining drill would work.
2.) More health for the Mechs - It could be that my skills in dodging are utter horse shit, but despite the descriptions, some of the Mechs do not feel as armored as the descriptions say they are. Take for example the mining Mech, the RR-99 Urocissa. The description says it has impressive armor but its armor value of only 1500 makes it not worth choosing over the other Mechs.
3.) Faster movement speeds, especially when in Hover Mode - After playing through games like Armored Core, Mechs boosting across the battlefield are a sight I try to see if other Mech games do. While the thruster mechanic are solid, the boost in speed isn't as noticeable as one would experience. Making the thrusters give a stronger and more noticeable boost in speed would be appreciated.
4.) Better mouse control in menus - While the mouse controls in the menus are alright, they do seem rather lacking in a few areas such as the pause menu while on missions. It would be ideal that, in a future update, this would be addressed.
5.) Large spare ammo reserves - While some ammo can be recovered on the field, it's still possible to run dry with the three weapons equipped on the Mech if players are reckless. Perhaps increasing the spare ammo reserves would mitigate this problem.
Thanks for the comment. The health values will be changed during the development. All of the values, like item prices and weapon damage are in a mess right now. Thankfully all of the values are made so that they can be easily tweaked. Feedbakc from player is very valuable when trying to figure out the game balance, so that's why I encourage people to give feedback. The melee combat is something multiple people have pointed out, melee combos seem to be a highly requested feature. Also, you are 100% correct about how the mining melee should be a drill. I would have put it in right from the start, but I ended up settling for the placeholder beam saber. If I tweak the melee combat I'll definetely take another look at the weapons. Thank you very much for the feedback. This is very valuable.
Keep up the great work. I would love to see an xp gain bar where you can lvl up/Rank up by playing. progression. I hope you do not stop updating. I'd pay for something like this with progression.
Hiiii! i am personally a huge gundam fan, and i have beeen searching for a game like this. i love it. gonna be playing this forever. my suggestions- increase the jet pack usage time and add a sword(a better one i mean) and a special move for the specific mecha too i guess. looking forward to multiplayer :) . The basic gameplay is very good for a indue game
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I'm refraining from rating currently, but i will give my feedback as if i were to rate it now. right now, i'd give this a 4/5 stars. it would be a perfect 5, but it's not, purely because this has AMAZING concept, story, and promise, but the gameplay loop is unfortunately severely lacking. because of many of the ways weapons, items, cooldowns and mechanics are implemented, it can often be quite infuriating to progress through missions, and there's a clear line between difficulty and fury. I'll try to keep my feedback constructive and concise
1. Back weapons - They are inefficient to use. Having to swap into them to use them rather than have them as secondary, whether ammo or cooldown, frankly defeats the point of them being back weapons, and negates any crowd control or damage benefits they provide, and as a result, it causes missions where crowd controlling bugs or many turrets becomes cumbersome, frustrating, or damn near impossible unless managed damn near perfectly. I absolutely love the idea that cargo can replace these for fetch mission however, but would definitely benefit from not having to swap between them.
2. Main hand weapons - This should be the weapon that is always active no matter what, with the system as implemented, it would be a more efficient idea to have this be always active, and use it while other equipment is watching your six, but because you have to swap to back mounted items for different utility, the benefits this could provide for a smooth gameplay experience is entirely negated. The core concept of left click being main hand weapon and right click being melee is solid though
3. Melee - I like the idea of melee capability depending on the mech, i do wish the animation canceling was a bit tighter though, as when you only strike once, it causes a significant delay in being able to use it again, much less strike a second time or third depending on the gearbit. rather than being unable to use it entirely, it should be a mixed timer+attack system, so that if you only use one strike, you still have time to expend the additional second or third swing. this would improve close range crowd control and tighten up the combat experience
4. Mission/Objective items - This is single handedly the most frustrating part for me currently, as on one hand, i love the Cargo system for early missions, but the fact that when dealing with the ability to call in airstrikes or supply drops, it replaces your main arm completely ruins the combat experience for me, especially because you have to go retrieve the summon item every time you use it. instead, this should just be an additional mission based ability that doesn't require pickup or weapon swapping, all it should rely on is aim, and cooldowns, simple as that. having to balance personal crowd control plus air drops and supply drops legitimately had me alt-f4'ing an otherwise engaging and fun mission.
5. Ally AI's - this also frustrated me, as when dealing with large scale missions or conflicts, the Ally AI's were completely useless, and couldn't keep enemies off me for any useful amount of time. that combined with the fact they can't push objectives, are far slower than me, and actively get caught and die in environmental hazards leaves me feeling less like i have a squad at my command and more like I'm fighting entire armies by myself
That being said, i don't want to sound like I'm trashing this entire experience non stop, i had a ton of fun, and i see so much promise in the experience already provided from a single developer, I bring my suggestions to hopefully provide great inspiration for an already amazing one man idea, and if you ever need some assistance, I'm a freelance 3D artist, and I'm not afraid to work for free on projects i wholeheartedly believe in.
I can't wait to see where this goes, and despite the kinks, I'm wholeheartedly thrilled with my steam purchase of this game, and intend to continue supporting it with great excitement and anticipation!
The game looks great, I found about it thanks to Jarboe gaming.
I'll try to test it this weekend.
I was hoping there was an Android port, but it may be a huge undertaking to port it.
Hi, how do I get an Xbox Controller set up for the game? I just downloaded it and I'm looking forward to playing it
great game got the demo but not the full game just asking is it really ok for us to extract or something these files is it really ok for us to download the demo from itch.io
No Android port? Destroy Gunners and Armored core got ripped from... For this?
Bro, no single phone in this world can run this game smoothly lmao...
Absolutely awesome mecha game.
It's very easy to pick up and the gameloop is very fun, the visuals have their charm despite not looking quite the best and the movement is incredibly smooth.
Thank you, Quackpond.
You're welcome. I'm glad you like the game.
I can agree. The storyline is good, providing I have 25% of the game. What were those droids from the mine? Who are the GoldCrest pirates? CAN WE DESTROY THE LETOPIDS!? WHY ARE WE TAGGING THEM!?!?
Really, the cave and the wildlife survey are pretty creepy/weird. I also liked the 'Pirate Hotshot'. He reminds me of Granga Mech from Star Fox 64. Maybe...
It's fXckin lit dude
Hi! I'm noticing a bug where the game keeps resetting my look sensitivity setting. Whenever I enter a new level. It seems to happen every second level or so, and sometimes it happens in the middle of the level after a cutscene. Would love if there was a way to adjust sensitivity while in game, instead of just in the main menu!
Great game, btw.
This is very weird. As far as I know, there is no way to change the sensitivity during gameplay. The only place where it can be changed is the main menu, so I have no idea how this happens. Turning off vsync caused some issues with the sensitivity, so I would advice turning it on if possible. Does the sensitivity slider in the menu also get reset, or is it just the actual look sensitivity in-game?
The slider itself seems to reset. I move it to minimum every time, but when it resets its always slightly to the left of the middle. I'll try turning on vsync to see if that helps.
Enabling VSYNC fixed the sensitivity problem, in case that helps you troubleshoot. Finally was able to finish the last mission. Great game overall, feel like it really ticks all the boxes I want out of a mecha game. Thanks for making it!
Great. I'm glad you liked the game. Thanks for playing.
I don't know what could be causing this. No one else has reported anything like it. Does it always crash at the same point, or does it happen randomly?
Let's hope it stays that way. Bugs that happen randomly are the worst, because you can't really troubleshoot them by recreating them.
Does this only occur when moving between platforms? Do the Linux and Windows versions stay in sync on their own?
good day sir, i would to report that your amazing game, in my pc runs with 1800 fps, so if you could add a vertical sync option i will apreciate it so much uwu.
I'll add the option. It'll be in the next patch.
Vsync toggle has been patched in now.
hello, thanks for the option, but unofrtunely the game keeps running more than 200 fps , i dont know why doesnt work for me.
Is it possible that there is some override in your GPU settings? Does this happen with any other games?
no, only with this one :(, i have a 3060
Well then, I'm kinda stumped. If there is no override that turns vsync off, there might be a setting to force it on. But for that you'd need to look at your GPU settings. Unfortunately that's all I can say for now.
I'm a 3060 owner as well. Unfortunately, it's not just this, many other games are broken for me as well. I can't even play Borderlands 2 or Helldivers 2. However this problem doesn't occur to me so it might just be you. perhaps a bad cpu and gpu pair?
Spark: No idea how to contact you, so we thought to contact you here. Game is great. Hope for more replayability and what not. Maybe some coop/versus? (Lofty ask)
The real reason it wanted to get in touch with you is that there is an exploit in the Wave Defense Mode. If you stack turrets on top of each other, they will eventually disassemble upon impact. This is an easy exploitable way to get infinite ammo drops, something that initially costs 5k.
Thanks for letting me know. I made it so that if there is another turret near the landing site, it gets destroyed when the new one is called. Great find. This was a pretty wacky bug. I almost feel sorry for patching it out. If you need to contact me, itch.io works fine. Or if you want to, you can join the Gearbits discord. Active links to that are currently in the wave mode announcement on Steam.
I just beat the all the demo missions, then went back and beat them with the basic GB-01 and no equipment (except for the sprayer and tag gun in Wildlife Survey).
this hits my gundam game urge so fucking hard
I got stuck in 05 Chance encounter. After I got the 8 boxes, there was a requirement for 10 enemies to be killed. The last one didn't show up. I think it might have died in the poison, or it just didn't spawn.
Thanks for reporting this. The game should count an enemy to the mission score, even if it dies of environmental hazards. If it didn't spawn, the game should only display nine pursuers as the objective. My guess is that it fell out of bounds, or the scorekeeping didn't count it for some reason. Both of these are something I've addressed in the development build. Unfortunately, the itch.io version is a bit behind. I've made a lot of progress, so I'm planning on updating the demo soon.
On Linux mint, after loading into a map you lose the ability to look around. also, Xbox 360 controls are not formatted properly. this could also just be me. anyone else have this issue?
love the game and cant wait to play the complete version on steam but what will it cost on steam?
This looks incredible! Can't wait for this to be released on Steam.
Please update the Discord invite link
I would like to play, but the game does not display properly; its 'zoomed in' for lack of a better term. Bare in mind that I'm on an ultrawide monitor. Just letting you know of a potential issue. The final game will let me adjust resolution and toggle between windowed and fullscreen, right?
I haven't tested the game on an ultrawide monitor. I'll have a look and see what I can do.
I added support for windowed mode and resolution changing today. I don't know when I'll update the demo, but it will be in the finished game. I hadn't considered how the game would work on a non 16:9 monitor, so thanks for bringing this to my attention.
I loved playing the demo and I'm enjoying playing it again, it's really nice. the only problem is that some texts are not in the correct places inside the dialog box. one other thing will the game have any support for PT BR? so it doesn't hurt to ask
Could you tell me your screen resolution? That might cause the text issues. Unfortunately, I don't have the resources to localize the game, so it'll only have English language text.
Love the demo! Will there ever be an option to invert the y-axis for mouse/controller look?
I just tested it. It should only be a few lines of code to implement, so I could put in the option.
Fantastic! Myself and the 12 other inverted weirdos would be most appreciative
I implemented aim inversion today. It can be set seperately for each axis. Thanks bringing this up. I'm sure that it'll be usefull
This is so cool! Cannot wait for the full game
Aye this game is really entertaining, one small issue i would like to point out is that some bugs sometimes dont try to move and attack so they kinda just stand still so one has to go and search for them after one finishes with most of the enemies, besides that, i really like how the game plays and how the mecha feels!
That might be because the player can fly. So they have access to places that the bug pathfinding doesn't know how to get to. So the bugs end up just stayin still. Let's hope I figure out how to get the bugs to figure it out.
This looks super cool. Would you like help the art?
very fun !
this is awesome and really fun.
the movement really give the giant mecha vibe I like in video game:>
It was fun Testing, I am looking forward to doing it again. This is a great start to a Pretty cool mecha game. I cant wait to get the final version. Please keep up the Great Work Dev!
Checked out the new demo. Pretty good stuff so far.
I am, however, confused on how to complete Mission 04 (Wildlife Survey). No matter what I do, no matter how isolated the bug is, it does not count towards the completion of the mission. I tried using all three starting GBs and no matter what, I'm stuck at 0/5 Bugs Tagged.
I tested it just now. Looks like a bug made it into the build. I'm uploading a fixed version now.
Thank you.
Thank you. Reporting the bug was very helpful.
here was also another issue I noticed regarding the briefing screens. They don't properly show, especially the objectives, making it difficult to figure out how to proceed with the missions themselves at times. If it helps, I was using a basic Lenovo IdeaPad 3 15iil05 laptop so, I'm not sure whether this is a hardware/software issue on my end or something on the game's end.
This is a few months late. But I looked into this today and seems like some of the UI elements weren't scaling properly with different resolutions. This should get fixed in the next build. Thanks again for reporting this.
The new demo is awesome. the Devs doing some cool things with this. I'm looking forward to the full version. you guys should check the new Demo out. ALOT has changed from the old version
This is absurdly cool and fun! I just think having to switch between the flight and hover modes while boosting a bit weird (maybe do it like armored core where its hover by default but quickly tapping it again while letting go transitions to flight?). Really like how combat is varied, fast paced, but also simple
Thanks. I did experiment with different control schemes for the thrustres a while back. None of the others felt quite right. But maybe that's just because I got too used to the current controls. I've been thinking about taking a second look, maybe as an alternative control scheme.
*breakdance*
[Sorry my english isn't so great but I'll try]
I really love this game, weapon system and movement so smoot and cool!
this is my few suggestions-requests .
-here are few spare ammunition it run out so fast.
-I think mech can have more health or have armor bar.
-can custom some mech body parts or color.
I hope this can help, This game fill my dream thank you.
Thanks for the comment. I also agree that the health and ammo balance needs some work. I'll have to put it all into a big spredsheet and figure it out one of these days.
Really cool game, I love the movement and weapons. I did run into an issue however, when I use a duelshock controller the right trigger does not fire my weapon and instead opens the menu. Also, when this happens the menu is not fully interactable and I can only reload checkpoint. Hope this helps. :)
I also have this issue, hope it will be fixed!
Can you tell me which version you are using? This should have been fixed in the last update, so I'll need to look into it.
sorry for the 81 day late reply. I was using the windows version
The Prototype recovery mission has a bug where you randomly get thrown into the air. its like you are jump-glitching straight up.
That is bizarre. So does this happen multiple times during the level? Does it happen near the start, or anywhere in the level? Thanks for bringing this to my attention.
--EDIT-- Tried today's build that bug is no longer there. the level is working fine now. Do you have a discord or something so I can help test better? I have tested many games from indie to AAA. I would like to help you as much as possible.
I made some changes to the script that sets the starting position for the player. That must have fixed it. I do have plans to make a discord and take testers eventually. But that's gonna be a while from now. I'm glad that you're interested. I hope I'll see you then.
Whats in the new build?
It's mostly just "under the hood" stuff to make the game run more smoothly. And also some cosmetic changes to make the UI a bit prettier.
Keep up the great work. this is better than most mecha games on steam thats got a whole funded team. you are doing good work.
This is basically Gundam meets Earth Defense Force and I'm liking what's on offer so far.
A few suggestions/requests I'd like to make:
1.) More varied melee attacks for the Mechs/GBs - It might seem like a strange request but allow me to explain. The melee attack right now only consists of a single beam saber attack. While a well-timed and well-placed hit can squash a bunch of bugs, the notable delay between melee strikes does mean that players wanting to add more melee into their combat would run the risk of getting swarmed.
For the ace version of the default suit, perhaps having it strike more than once when the melee button is pressed would be helpful.
As for the mining Mech, a more aesthetically fitting melee attack in the form of a jackhammer or a mining drill would work.
2.) More health for the Mechs - It could be that my skills in dodging are utter horse shit, but despite the descriptions, some of the Mechs do not feel as armored as the descriptions say they are. Take for example the mining Mech, the RR-99 Urocissa. The description says it has impressive armor but its armor value of only 1500 makes it not worth choosing over the other Mechs.
3.) Faster movement speeds, especially when in Hover Mode - After playing through games like Armored Core, Mechs boosting across the battlefield are a sight I try to see if other Mech games do. While the thruster mechanic are solid, the boost in speed isn't as noticeable as one would experience. Making the thrusters give a stronger and more noticeable boost in speed would be appreciated.
4.) Better mouse control in menus - While the mouse controls in the menus are alright, they do seem rather lacking in a few areas such as the pause menu while on missions. It would be ideal that, in a future update, this would be addressed.
5.) Large spare ammo reserves - While some ammo can be recovered on the field, it's still possible to run dry with the three weapons equipped on the Mech if players are reckless. Perhaps increasing the spare ammo reserves would mitigate this problem.
Thanks for the comment. The health values will be changed during the development. All of the values, like item prices and weapon damage are in a mess right now. Thankfully all of the values are made so that they can be easily tweaked. Feedbakc from player is very valuable when trying to figure out the game balance, so that's why I encourage people to give feedback. The melee combat is something multiple people have pointed out, melee combos seem to be a highly requested feature. Also, you are 100% correct about how the mining melee should be a drill. I would have put it in right from the start, but I ended up settling for the placeholder beam saber. If I tweak the melee combat I'll definetely take another look at the weapons. Thank you very much for the feedback. This is very valuable.
Keep up the great work. I would love to see an xp gain bar where you can lvl up/Rank up by playing. progression. I hope you do not stop updating. I'd pay for something like this with progression.
Hiiii! i am personally a huge gundam fan, and i have beeen searching for a game like this. i love it. gonna be playing this forever. my suggestions- increase the jet pack usage time and add a sword(a better one i mean) and a special move for the specific mecha too i guess. looking forward to multiplayer :) . The basic gameplay is very good for a indue game