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A jam submission

Cyberdome Penelopenxia AlphaView game page

Brave the life of a robot gladiator, optimize your build and fight impossible odds in the Cyberdome!
Submitted by CyberdomeDev (@CyberdomeDev) — 2 days, 23 hours before the deadline
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Cyberdome Penelopenxia Alpha's itch.io page

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Comments

(+1)

Pretty cool loop w the battling and upgrade. Story seems interesting too, the persona selection was pretty nightmarish.

Developer(+1)

Thank you!

Been stuck on T1 playing normally, the energy and credit economy is pretty brutal. I couldn't figure out how wires work, so even using the debug menu to unlock everything, I still wasn't able to get the loadouts working. 

The basic moveset is pretty clunky (but it seems like it's much better later on based on your screenshot gifs), and there's plenty of bugs with trails not turning off, being thrown out of bounds from random things, and I even spawned outside the arena at the start one time. 

Developer(+1)

oof, sounds like you've had a rough time with it.

Wires go on a layer beneath modules and connect power sources (either Generators or the Reactor) to modules that need power of the matching type (color). My guess if you had trouble with loadouts is the reactor wasn't at the right upgrade level to power everything (you can upgrade it with the debug menu too)

For more info, there's a (?) button in the bottom right corner of the internals menu that might help.

Trails getting stuck on is a known bug, getting knocked out of the arena is *generally* intended, but if you spawned outside of the arena it sounds like there could be some sort of physics issue I need to look into... was it in the floor of the boxing ring?

At any rate, I appreciate the feedback!

Developer(+1)

Also sorry about the early-game economy and I haven't made loadouts for the final (Penelopenxia) reactor stage yet, so the bottom 2 loadouts are blank

Just outside of the boxing ring that time. I think I fell through the world after that? 

For wires, I'm not sure what I'm meant to be doing, and I would've thought that selecting a preset from the debug loadouts would've at least sorted out the wiring so I could see what I was supposed to do, but they didn't.

Developer(+1)

Wiring basically comes down to making sure every Input is connected to an Output. (Hopefully the image makes it pretty clear) 
The debug loadouts are actually going to be available from the shop in normal (non-debug) gameplay and cover all their own wiring needs EXCEPT the wires connected to the reactor because of how the reactor upgrades in normal gameplay (by defeating story bosses). I should probably add somthing to the UI to indicate obsolete loadouts since there'd be no way to go back to them normally.

For falling through the world, I'm guessing you might've started a match without the Basic Movement ability active (maybe with the right modules, but them unpowered) which spawns you in ragdoll (intended) and the map loaded in ontop of the ragdoll without accounting for it, clipping you through the floor (unintended). 

(+1)

nah, but i think it happened on a rematch. i never went out without basic movement 

Submitted(+1)

This is one of those games that REALLY need more sound work. Even for a quick demo, I'd super suggest taking some time to get basic sound effects, because I can totally see what you're going for and how much work and care you put on the cutscenes and action. 3D games are super hard to make, especially to get right with a low budget, so I'm quite impressed with the scope of it all and it's ambition.

Currently, I think the game lacks a ton of polish— sadly this is also one of those games that, since you're going so far into everything and putting so much work, the lack of polish shows even harder. Things like the aforementioned audio, the simplistic UI and placeholders detract from this harder than from a worse game would.
I think you have a great game hidden away waiting to be constructed in the future, but the way there is gonna take a long road to get to. Don't get discouraged, and I hope that in a couple years this turns into a super polished indie game!

Developer

Thanks for playing! 

Yeah, the sound debt has built up quite a bit (^_^;) Planning to do a big art pass once I'm done with story and the vertical slice. So once everything is working mechanically and organized just right, I'll tackle the visual upgrade. A couple years is nothing to a guy like me ;3

Submitted

I love your character models and the game has a cool look to it

The cutscenes have a lot of potential and I liked the part where I fought in the blood bath. SFX would make the cutscenes a lot more immersive, and adding some linked to the HUD would help as well (health regen, running out of energy, that kind of stuff)

The UI is really hard to use/read though, and the amount of content thrown at you without context is overwhelming for a first-time player like me.

Developer(+1)

Thank you for playing!

Definitely worked up a SFX debt I need to pay...  (^_^;) and I can definitely see the UI being a lot between; the 4 Garage menus, all the Boot categories, and figuring out Internals (which is the only part really intended to be complicated). I'll try to find a way to introduce them more gradually.