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RIG Riot

A third-person mech-action roguelike · By Sage

Having way too much fun!

A topic by obliviondoll created 12 days ago Views: 57 Replies: 2
Viewing posts 1 to 3

I'm a big fan of the way movement works here. The turbo boost having lasting momentum is super fun for drifting past enemies while firing, and the way jump and dash interact (upward and downward dashing) feels really solid. Having the ability to walljump upward or horizontally depending on the movement input is intuitive and dynamic in a way that's hard to get right, but it feels like you've nailed it!

From the variety I've played with so far, weapons all feel very distinct from one another. I've only tried out the basic energy saber and kick so far, but I'm curious to see how other melee options feel as well. So far, I've put together a surprisingly durable but also fast and agile machine with a shield backpack, dual missile launchers, and a militia AR and SMG in the hands. I've fought enemies with a variety of weapons I haven't gotten my hands on yet, so I'm curious to get a chance to try some of the other weapons out as I progress and unlock more crazy options!

Keep being awesome and I'll be looking forward to more being added!

Developer(+1)

This made me very happy to read, thank you!

Additional feedback now that I've experimented more with melee:

-Energy Saber is my favourite weapon so far. Damages on activation and on swing, and can be comboed several times.
-Hydraulic Fist feels underwhelming, but with the low cost, it makes sense. Also, dual-wielding them along with kicking gives infinite combos! 
-Pilebunker is chonky but the slow reload relegates it to a secondary weapon in my mind, not something I'd be comfortable using as a primary.

I really like that the ammo limits effectively act as a combo meter on the saber and fist, and the pilebunker explosion was bigger than I expected going into using it. If it didn't have the blast radius it has, I'd probably find the pilebunker to be underwhelming, but as it stands, it feels really solid.

The only thing I wish I had was the ammo/combo count being listed in the stats page for the weapons, because right now, there's nothing showing how many attacks you get before reloading. It's easy enough to check, of course, but would help to have that information displayed in advance.

And for a final note: It's a really tough choice for me between using a shield backpack and a booster backpack when running a pure melee build. Aerial enemies are tricky to chase down, and the extra mobility helps a lot with that, but the extra survivability that energy shields provide is really beneficial (although building around nanites and other healing options can compensate for that).