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A jam submission

SeraphrameView game page

Arcade flight sim + mecha
Submitted by Spartizant — 2 days, 22 hours before the deadline
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Comments

Submitted

I actually went back and played the last version to check the differences in detail.

This new control scheme is much more immediate to grasp and the third person camera is good too, it helps orienting the mech like you want to while keeping an eye on terrain.

The automatic ground mode is not reliable, sometimes you take damage trying to land and sometimes the mech switched to ground mode mid-air.

You are trying to nail down movement and controls so enemies should really not be this tanky and deadly. I suspect part of that tankiness is because the aimer isn't perfect and the autocannon doesn't have much AoE.

As the game works right now there's 3 possible way to engage enemies.
First is form the ground: this doesn't work for obvious reasons, but I can see it being viable with some cover and as a way to safely destroy AA missile launchers or something like that
Second is strafing the target as a plane: this also doesn't work well because the autocannon is inaccurate, but the movement to achieve this is present so it's possible.
Third is while hovering and knowing mechs, this should be the game's strongpoint: zoom in, start hovering, unload your gun, zoom out if there's any danger. But this also does not work. Hover mode takes forever to kill horizonal movement even when you're orienting the mech so that the engine is pointing towards your previous direction (which you don't want to be doing too much if there's targets to aim at)
Then, when you need to get going it takes forever to accelerate away from danger
Hover mode is THE way for players to reorient their vehicles without needing to do a wide circle in flight mode, but this breaks massively at high speeds as it takes you way too long to decelerate.

If you want this game to be the mech equivalent of a flight simulator then I guess it would make sense to force the player to learn the vehicle's limits and keep the speed low before attempting an hover drive-by, but if you want to make something more arcady it doesn't make sense to punish the player for going as fast as possible.

Minor bug: the autocannon ammo count starts as "text blo"

I'm looking forward to see where you take the game from here.

Developer

Thanks! 

About unreliability do you mean the strange bend position? If that its a bug. Overwise when you hovering or grounded the chassis must always work. Whe legs are raycast suspension perpendicular to the body and they are preventing the body collider from hitting the ground always with the same force, so you can lend on the supersonic speed even as long as you move in parallel with the ground

The enemies indeed are tanky sometimes, it seems I forgot to make turrets to transmit damage to the main body, so they consume it full on themself  until they break

Youre absolutely right, I think myself how to justify ground movement. One way is to use the engine while grounded and increase the max speed to around 500kmh. Or to build  multilayer low-ceiling levels. Adding AA systems... Or maybe remade the physics and use grounding for fast direction changes

Yes I want to make it arcady but still physics based, so while the basic controls must be easy, I want it to have inertia and allow players to develop some piloting technique

Submitted
About unreliability do you mean the strange bend position?

I was mostly referring to the mech sometimes turning into ground mode while still airborne.

Developer

Thats strange,  does this happen near any surface?

Submitted

Sorry I can't tell, it's not easy to replicate
Most of the time it happened after liftoff, but a couple of times it happened while I was flying around normally.

Submitted (1 edit)

https://www.twitch.tv/videos/2192540393

Never played another flight game, so may have been me being stupid (OK, I played Batty Vamps)

Could not figure out how to "turn around" when in the air, in any capacity. I suspect it is intentional, because the screen said "CRITICAL ANGLE" in these cases. No clue how to see it on the model or work around it, though. I did not even manage to land, in order to turn around, without taking a lot of damage. So I am not sure what flight is for, at all, as it will mostly just make me lose control of my mech and dealing a lot of damage to me.

Not sure how to defeat enough enemies to beat the demo. I got one, the number of remaining targets decreased from 6 to 4.

The mech model is nice.

Developer

Thanks! Your video is super useful, I had a rare bug when the mech gets stuck in the weird bend position but you was getting it constantly

For flying even in this half-arcade way you need to know what pitch roll and yaw is and why planes fly this way

I do not simulate controling surfaces here so the rotation stays mostly the same regardless of the angle

Critical angle means the plane is stalling and the wings became useless, I just didnt make a tutorial ot maybe my ui is this bad still

For grounding and everything you could just hold space without W and you will fly like on jetpack, you used it once at the beginning but stoped and I dont know why

Developer

And about the enemy counter its the legacy of my previous demo, it counts turrets and not bots itself, and each tank has 2 turrets (main and small with autocannon) while the AA has only 1 turret

Submitted (1 edit)

Good job on this new version! The updated controls are easier to grasp but I miss the depth from the previous demo day. It would be nice to have all the controls from the previous demo day but the option to steer with the mouse like in this version. The enemies feel very bullet spongy. Looking forward to more updates!

Developer

Thanks! You mean manual mode switching and power control?

Submitted

Both and also having the option to aim without steering by default.