#First Impressions

1 messages · Page 1 of 1 (latest)

latent lantern
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A+ for concept/graphics.
There aren't a lot of PvP turn based games that come to mind that aren't tabletop or card games; This game is filling a niche space in both gameplay and design in a way that I think has major potential for this title's growth. I'd love to see this aggressively marketed after some QoL improvements soon. (plus, I know people who would impulse buy anything with mech suits)

B for Gameplay
I don't feel like the tutorial prepared me for the logistics of combat concerning receiving stun/knockback/ect. that I so viciously received in online matches. In the same way, the UI text of the status of the mech isn't enough indication as is to make me feel like I didn't get cheated when I attempted to jab but got interrupted somehow. (I say somehow because I don't really get it yet)

For game balance across new mech/part additions, I had the idea of assigning power levels to each part and giving the players the option to restrict mech power levels in the lobby to regulate the use of overpowered abilities. As of now, the gameplay feels like a game of chess in that it is evenly matched and you have to outwit your opponent; I would love for that sense of imposed regulation to continue rather than see all the players flock to a few choices because they are stronger.

Otherwise, gameplay mechanics and direction seems strong!

B for Music
While the loop track is actually okay..it kicks the same rock every game seems to. Starting volume! Maybe I have an issue but almost every game I have to adjust the music audio as soon as the music starts.

Also, the high-speed pace on a loop gets old without more variety.

Overall, I love this and I'll keep coming back to see what's changing!

red warren
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this is really well said/written

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i agree with everything here im ngl