I got a Steam key, but I'm already in the PS4 beta.
Anyone here wants the Steam key?
I have a steam code as well that I don't need. First to quote me gets the code via pm.
OK, my two cents.
+ Mecha designs are beautiful, and so are the cities. Really polished and professional look.
+ The freeform combat is interesting. You can charge up to three limbs at once (you can't charge both legs at once), and release them at any time. This means you can, say, punch the opponent in the middle of your spin kick animation. This is similar and probably inspired by Robot Alchemic Drive. It also borrows being able to do a two handed punch with both buttons at once, etc.
- The camera is absolutely awful, nausea central. Screen shake is very poorly implemented, especially when looking down, and can't be turned off. There's a huge amount of screen shake, sometimes in response to seemingly nothing.
- Characters feel way, way too similar. Most basic attacks are the same; many special attacks (of which each has a grand total of 4) are mechanically similar (e.g. straightforward projectile). No characters transform as a core mechanic; one transforms as its ultimate (and is quite underwhelming) and another curls up and rolls forward with one of its special attacks, but that's about it. There's no character that has dual modes as a core mechanic. This is a hugely missed opportunity because a game like this needs everything it can get to differentiate its characters apart. RAD had just three characters, one of them transformed into a tank and the other into a ship.
- As a consequence of the open-ended attack design, basic attacks look really underwhelming. Standard punches don't even have your character step forward or twist its waist.
- Sound design is an afterthought. Underwhelming sounds for everything, same music track for all stages, half of the sound effects are missing. The latter two wouldn't be so worrying if not for the December 8 release date.
- Characters are too floaty. It's really hard to get vertical speed right in a game like this, because bigger things appear to move slower, but it's excessive here. Even regular jumps feel like the characters are underwater.
- Buildings feel like they're made of paper. Their destruction animations are great, but characters walk though them as if they weren't there. This betrays the sense of scale.
There's a lot of potential here, but I feel it would take far longer than four months to realize it, which is unfortunate. :(
OK, my two cents.
+ Mecha designs are beautiful, and so are the cities. Really polished and professional look.
+ The freeform combat is interesting. You can charge up to three limbs at once (you can't charge both legs at once), and release them at any time. This means you can, say, punch the opponent in the middle of your spin kick animation. This is similar and probably inspired by Robot Alchemic Drive. It also borrows being able to do a two handed punch with both buttons at once, etc.
- The camera is absolutely awful, nausea central. Screen shake is very poorly implemented, especially when looking down, and can't be turned off. There's a huge amount of screen shake, sometimes in response to seemingly nothing.
- Characters feel way, way too similar. Most basic attacks are the same; many special attacks (of which each has a grand total of 4) are mechanically similar (e.g. straightforward projectile). No characters transform as a core mechanic; one transforms as its ultimate (and is quite underwhelming) and another curls up and rolls forward with one of its special attacks, but that's about it. There's no character that has dual modes as a core mechanic. This is a hugely missed opportunity because a game like this needs everything it can get to differentiate its characters apart. RAD had just three characters, one of them transformed into a tank and the other into a ship.
- As a consequence of the open-ended attack design, basic attacks look really underwhelming. Standard punches don't even have your character step forward or twist its waist.
- Sound design is an afterthought. Underwhelming sounds for everything, same music track for all stages, half of the sound effects are missing. The latter two wouldn't be so worrying if not for the December 8 release date.
- Characters are too floaty. It's really hard to get vertical speed right in a game like this, because bigger things appear to move slower, but it's excessive here. Even regular jumps feel like the characters are underwater.
- Buildings feel like they're made of paper. Their destruction animations are great, but characters walk though them as if they weren't there. This betrays the sense of scale.
There's a lot of potential here, but I feel it would take far longer than four months to realize it, which is unfortunate. :(
You should write all of this to the devs. Great, very informative post, thanks!!
They should consider releasing it as Early Access and during that period iron things out over time :SOK, my two cents.
+ Mecha designs are beautiful, and so are the cities. Really polished and professional look.
+ The freeform combat is interesting. You can charge up to three limbs at once (you can't charge both legs at once), and release them at any time. This means you can, say, punch the opponent in the middle of your spin kick animation. This is similar and probably inspired by Robot Alchemic Drive. It also borrows being able to do a two handed punch with both buttons at once, etc.
- The camera is absolutely awful, nausea central. Screen shake is very poorly implemented, especially when looking down, and can't be turned off. There's a huge amount of screen shake, sometimes in response to seemingly nothing.
- Characters feel way, way too similar. Most basic attacks are the same; many special attacks (of which each has a grand total of 4) are mechanically similar (e.g. straightforward projectile). No characters transform as a core mechanic; one transforms as its ultimate (and is quite underwhelming) and another curls up and rolls forward with one of its special attacks, but that's about it. There's no character that has dual modes as a core mechanic. This is a hugely missed opportunity because a game like this needs everything it can get to differentiate its characters apart. RAD had just three characters, one of them transformed into a tank and the other into a ship.
- As a consequence of the open-ended attack design, basic attacks look really underwhelming. Standard punches don't even have your character step forward or twist its waist.
- Sound design is an afterthought. Underwhelming sounds for everything, same music track for all stages, half of the sound effects are missing. The latter two wouldn't be so worrying if not for the December 8 release date.
- Characters are too floaty. It's really hard to get vertical speed right in a game like this, because bigger things appear to move slower, but it's excessive here. Even regular jumps feel like the characters are underwater.
- Buildings feel like they're made of paper. Their destruction animations are great, but characters walk though them as if they weren't there. This betrays the sense of scale.
There's a lot of potential here, but I feel it would take far longer than four months to realize it, which is unfortunate. :(