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Peak sovl. Love the destruction, love most of the weapons, love the graphics, love the audio. The audio is actually, unironically peak. Finally, my purchase of good headphones is justified lmao.
I really can't say anything negative about this game. Pure GMI energy.
Needs more blood on the bugs though.
UPD: I just remembered - the grenades seem to fly on the same "plane" as the buildings. So while it does move in an arc - it can hit the building in the way of an arc (as it was shown during throwing) and get blown up - so it isn't really usable for sneakily tossing them over buildings. I think that's a bug.
Hey man, thanks for streaming my game, kind words, and the feedback! I appreciate it tremendously.
The audio is actually, unironically peak. Finally, my purchase of good headphones is justified lmao.
Glad you like the audio, I spent a long time rewriting the audio systems and trying different settings to get it to sound right. I hope I can take it even further with some extra ambient effects and eventually a soundtrack.
Needs more blood on the bugs though.
Agreed. I'll juice them way up in the next build, expect geysers of blood...
UPD: I just remembered - the grenades seem to fly on the same "plane" as the buildings. So while it does move in an arc - it can hit the building in the way of an arc (as it was shown during throwing) and get blown up - so it isn't really usable for sneakily tossing them over buildings. I think that's a bug.
This is a really strange bug, nothing in their code should have them do that. Are you sure it wasn't a C-RAM turret shooting them down when you were tossing one? They're meant to intercept grenades and missiles while in mid-air so you can't always destroy them from far away, instead forcing the player to get up close:

>I'll juice them way up in the next build, expect geysers of blood...
Don't make me too excited please :P
>Are you sure it wasn't a C-RAM turret shooting them down when you were tossing one?
Now that I look closer - yeah, I think you're right - they are being shot out of the air. It's a really cool feature, but I didn't quite understand what's going on at the time. Make of it what you will, but I though that was a bug.
Supremely cool! Aesthetics and feel are fantastic.
It's really radical how you can use grenades to bait enemy fire.
The polish on this is unreal.
Cons:
- I want more and I don't have it!
- Missiles having a proximity detonator would be great
Thanks for playing!
- I want more and I don't have it!
Same.
- Missiles having a proximity detonator would be great
Technically they do when you single-fire them, but I'll see if I can have multi-lock ones use them as well. I thought giving them a bit of inaccuracy (or rather more collision accuracy in this case) when salvo launching is fun since they tend to spiral back around if they miss their target.
Had to check out the new stuff!
Playthrough here:https://drive.google.com/file/d/1Eu-a1EEE2NSoV988uopGsesZo6vOtt7Q/view?usp=shari...
(I'll delete in 1 week to save space)
Hey, thanks for playing once again!
Apologies for the info text being hard to read, had a few other people say the same. I kind of tried to keep the weapon descriptions compact, but I clearly went too far with the size of the text. Will make it much larger and readable in the next build for sure.
Things got really insane during your playthrough as you were setting off multiple reinforcement calls at once, and you handled it really well! Loved seeing you manage to dodge the fire from the gunships and take out incoming transports each time.
Did you try holding down the rockets when firing them, or did they always only fire once if you clicked and held down? The main difference between the rockets and missiles is that you're supposed to be able to rapid fire them more as a crowd control weapon at the cost of not being able to lock onto things, so spamming them at the command center would've probably worked. I'm just wondering if something went wrong and they weren't responding to you holding down right mouse button. It is possible to kill the command centers before they call for reinforcements, but you need to focus your fire pretty hard on them -- best bet is not to use missiles or grenades and just your primary weapon. (Although the incendiary grenade isn't too bad if you use a few at once)
The boost/overdrive you can actually hold past the line on the bar. It's just once it passes and you release shift, you have to wait until it recharges forward from the line to boost again. No damage penalty or anything.
Also this new mission kicked my own ass pretty hard so no worries about the repeated D ranks, haha. You can actually take one or two hits and still get an S rank, but you'd have to do the mission under 2-3 minutes so it gives you a time bonus. You can take as long as 5 minutes on a mission and still get S if you take zero hits, but any longer and it'll start to detract from your score. Maybe this system is a bit brutal, but the ranks don't matter too much in the grand scheme of things I think...
Did you try holding down the rockets when firing them, or did they always only fire once if you clicked and held down?
I never held down the button, since I end up going through rockets so fast it would feel 'wasteful' to just hold down the button. But I guess that's too conservative.
best bet is not to use missiles or grenades and just your primary weapon.
This is surprising to me because I expected gernades and secondary weapons to do more damage than primary. If they don't, they're sort of outclassed by the utility of the primary weapon in all ways.
Nice progress! I love your pixel art.
I was wondering something. In the image you featured in your patchnotes below, how did you draw the mech? Good perspective knowledge only, or do you have a 3D model for reference?
Technically both. I design them as normal 3D models first, convert them into voxels, and then bake the voxels into a sprite sheet as separate layers going from bottom to top. In game they're then drawn as stacks like a pancake and distorted based on their position from the center of the screen.
This is both an archaic and highly unoptimized method of doing things, but it's also surprisingly easier to do this than using actual 3D models in Game Maker. You can get surprisingly 3D looking things like the gunships and dropship with extra skewing and distortion of the layers.
Awesome progress, cant wait for the new missions!
Now let me complain
It seems like the enemies get stuck inside buildings even more, maybe redesign maps a little to remove this pockets if it cannot be fixed with pathfinding
Rotary cannon is now obsolete, maybe it could be balanced with mobility and other stats?
The bugs mission feels underwhelming compared to the others, add some variety like fatter/ spitting monsters?
Didnt like the free movement on world map, it felt rather annoying and timewasting, giving literally nothing over classical options, I think it will be better to make it snap to points or selection with the mouse instead
The game crashed during mission 5 once
Thank you for playing again and the feedback!
It seems like the enemies get stuck inside buildings even more, maybe redesign maps a little to remove this pockets if it cannot be fixed with pathfinding
I've kind of noticed that as well, I'll see what I can do to fix it even though technically the mech enemies remain unchanged since the previous build. The buildings technically despawn when they're out of view, so maybe I'll just increase the size of the area before deactivation.
Rotary cannon is now obsolete, maybe it could be balanced with mobility and other stats?
I might end up giving it more ammo. Eventually there will be an arms dealer you buy weapons from; you won't have anything like the Vulcan or railgun right at the start of the game, and the rotary cannon will probably just be one of the default starter weapons.
The bugs mission feels underwhelming compared to the others, add some variety like fatter/ spitting monsters?
I agree. Don't worry though, I'm working on additional variation with them and also giving them different behavior by allowing them to burrow underground. I just didn't turn it on for this build, perhaps I should've.
Didnt like the free movement on world map, it felt rather annoying and timewasting, giving literally nothing over classical options, I think it will be better to make it snap to points or selection with the mouse instead
Understandable. My goal is to have different missions including optional ones unlock and you'll see them sort of branch out into different directions. With their just being five for now I know it's quite bare, but once those extra options come in the snap navigation would probably make it hard to navigate fast. You can actually click on the points with your mouse by the way, it should snap the navigator right to them.
The game crashed during mission 5 once
Damn! Can you tell me what weapon you were using, what happened, or even what the error screen said? I didn't have much of a chance to test the build as thoroughly this time around.
Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters
It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make
I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me
Didnt notice the mouse option, still not convinient at all! I see no reason to represent the player on the global map unless you have a specific mechanic for this like spending fuel or time to move on the map, or maybe random encounters
My goal with the map is to have things feel a bit more immersive as the game goes on. It's very early so there's not much to see on it and the map drawing itself isn't even finished, but eventually I think it'll be a cool thing to use even if it's not as expedient as using the bar menus. I just feel like bars are boring in comparison to a fully fledged overworld, but I understand this can be to the detriment of the player's experience if done wrong.
It would be much better to just drag the map around with the mouse and hover cursor over missions, for me your current decision looks like something azuredev would make
I had considered adding clicking and dragging as another way to move around the map. I'll see if I can do that instead of moving around with only the cursor.
I think I was using smart gun, selfguided missles and burning grenade, I was standing next to a tank and it was ready to shoot at me
Hmm, without any extra information I can't really do much to recreate the bug. Do you remember if the error said anything like it occurring in "o_tank" or "o_player", etc? I tried a few times using those weapons and approaching the tanks, but everything seems to be working fine.
Well this is exactly my point
How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?
Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?
Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please
Dont remember anything about the bug, it occurred only once so maybe it was on my end anyways
How is it more immersive to supposedly freely roam for hundreads or thousands killometers, spending days on it and receive zero punishment?
I know it's not clear yet, but it's not meant to be literally roaming around thousands of miles. It's supposed to be like a virtual satellite map that you're navigating on some sort of computer system. A lot needs to be added and changed for it to feel like that, but I simply didn't have enough time to do that for this DD.
Classical global map gives you feeling that you planning your future operation from the headquarters, precisely choosing the time and location, so maybe you should look at this direction?
I will, that's the goal.
Also just remembered, do the player transported by a helicopter or something jet-propeled? If former then give it a propeller, overwise add some exhaust please
Not sure if you were playing with sound off, but it's jet propelled. There's visible exhaust blasting downward when you're landing and it should even destroy the trees when it's low to the ground.

I'm not sure what advice I could give, so far you seem extremely on track with what you posted on /agdg/. Maybe look into a publisher or two if you haven't already. Very fun game.
super, super juicy mech game you have going :) what's next for your build?
Video Feedback:
It's a cool game. I think that some of the goofy parts of the game take away from the overall setting.
Thank you for recording a video!
Very sorry about the incessant quips from the pilot on the first level. They use an RNG script at random called when certain objects are deleted, so sometimes you can play a full level and they'll be very infrequent or not present at all (like the fourth mission) , however I can see in your playthrough they were going off much too often. I'll implement a cooldown timer to prevent this from happening. I also intended to have an option to turn them off entirely since I realize it can get grating very fast. I'll see if I can add that in the next build.
I'm disappointed you never visited the hangar, though I blame myself for not making the button more noticeable. There's nine different weapons and three different types of grenades, and also the missiles you had have a lock-on feature if you hold the right button.
I might end up having a sort of legend in the corner with different mission types/icons to show win conditions since a few people now have said that they've had issues figuring out what they're supposed to do.
Eventually there's going to be other characters and an actual plot, but for now most of everything you see is a placeholder in terms of writing/setting. I would still like there to be a light comedy element to it, but I fully understand without any additional context or writing, detached a lot of this seems incredibly stupid and detracting, haha. I promise the final product will be a lot less grating, genuinely the last thing I want is for someone to play it and be annoyed with everything but the gameplay... Though I'd like to say "Kwik-Mart" was a completely unintentional reference to the Simpsons, I just wanted a 7/11 stand in and I realize in hindsight they sound too similar, my bad.
Music is also definitely a must. I'm not much of a composer when it comes to writing action-packed stuff, so I'll need to recruit some help eventually to give it a properly banging OST.
Thanks again for the feedback and criticism, I appreciate it greatly.
This game fucks, beat all five missions. Love the overworld map, looks great. I think the only thing I really wanted was a better dodge option, especially against the melee guys. The missiles also felt a little weak compared to just using the gun for everything. Really like stuff like the toggleable fixed camera
Thanks for playing all the way through!
Love the overworld map, looks great. I think the only thing I really wanted was a better dodge option, especially against the melee guys.
I'll see if I can have some different parts/upgrades for close-range combat specifically.
The missiles also felt a little weak compared to just using the gun for everything.
That they are. I'll need to do some more variations like with the guns. I'll see if I can give the player aircraft-style cruise missiles and burst munitions...
Really like stuff like the toggleable fixed camera
Glad you liked that feature! I think very few people tend to use it from what I can tell, but I still felt compelled to include it.
The moments where I wanted a better close range option was during moments where I'd get hung up on an obstacle for a second and all the melee guys would catch up to me. I don't think it needs a dash or dodge necessarily since it seems like you're going for more realistic movement than giant mechas boosting all over the place like in my Japanese animes. I think just something to recover from minor fuckups like bumping into obstacles would be good enough
For missiles, I think just a bit of proximity burst would make them a lot better, having to be pretty precise when aiming takes away a bit of the crowd control aspect imo
For the fixed camera, I didn't notice it was in the game until I was going through the control options after playing for a bit. Probably not worth cluttering the UI with a popup about it or something, but other people might not know it's there
Gotcha. I'll see about designing a close range melee weapon. I've been planning for awhile now to have something for doing stealth takedowns (well, as stealthy as a house sized quad legged robot tank can be...) but I ran out of time to really try to make anything extra for this DD. I suppose it'll work best if it doesn't have any ammo and acts like a knife/sword for when you're in a tight spot.
For missiles, I think just a bit of proximity burst would make them a lot better, having to be pretty precise when aiming takes away a bit of the crowd control aspect imo
That's a good idea, I really should add that. I'll see about giving rockets a detonation radius and the same missiles if you're not locked on, thanks!
For the fixed camera, I didn't notice it was in the game until I was going through the control options after playing for a bit. Probably not worth cluttering the UI with a popup about it or something, but other people might not know it's there
I've considered turning the first level into a semi tutorial stage like Brigador does with little pop-up info box guides on the bottom of the screen explaining controls, but for now it'll stay as a trial by fire sort of thing and have players figure it out on their own. Thanks again!
All the new art is gorgeous.
The little horses you can explode were a very nice touch. I hadn't noticed before that the AA turret enemies can kill your grenades mid throw, really cool.
Interesting idea with the airborne reinforcements in the new level, but maybe they should come accompanied by the gunship enemy for fire support if you don't want the player to shoot the transport helicopters down every time.
The vulcan completely overshadows the rotary cannon but man does it shred. The smartgun is kind of weird but it's comparable to the basic cannon so it's solid. The unguided rockets are right up my alley since I used the other missiles as unguided weapons anyway. The mortar enemy does its job of threatening you from behind cover with its fast projectiles.
The development log button fails to open x for me:

Amazing progress as always.
Thanks for playing once again!
The little horses you can explode were a very nice touch. I hadn't noticed before that the AA turret enemies can kill your grenades mid throw, really cool.
Indeed! They're basically there to prevent certain players from spamming grenades and finishing levels too fast, but I also just thought having a functioning C-RAM in game would be cool.
Interesting idea with the airborne reinforcements in the new level, but maybe they should come accompanied by the gunship enemy for fire support if you don't want the player to shoot the transport helicopters down every time
I was worried it might be a little bit too hard, but looking at some footage it seems I was mistaken. I'll see about having them occasionally spawn a gunship in to accompany them.
The vulcan completely overshadows the rotary cannon but man does it shred. The smartgun is kind of weird but it's comparable to the basic cannon so it's solid. The unguided rockets are right up my alley since I used the other missiles as unguided weapons anyway. The mortar enemy does its job of threatening you from behind cover with its fast projectiles.
Indeed the Vulcan basically makes the rotary cannons obsolete. Perhaps I'll increase their spread to make up for it, I feel like they should still have some application. Glad to hear the mortar enemies are working as well.
The development log button fails to open x for me:
That's very strange. I checked the code and everything seems to be formatted correctly, but Game Maker isn't printing the colon on https:// and seemingly adding a " at the beginning. Will need to look into why this is happening, thanks for bringing it to my attention.
Amazing progress as always.
Thank you!
This game mogs so hard. I really don't have any meaningful feedback; I enjoyed what I played and I recognize the creator's intent clearly, I believe.
I'd continue to improve menu legibility and contrast, perhaps? Colors are a bit overly desaturated?
Still, top 3 current agdg game ez

For those who played last time:
Miscellaneous:
Bug fixes: