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JinzoWorks

3
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A member registered 12 days ago · View creator page →

Creator of

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Thanks for the great feedback! Keeping it simple at first makes total sense—I definitely don't want heavy builds to feel frustrating.

I'm really enjoying our chats too! I actually don't have a Discord account (or use social media much), so if you don't mind, I'd love to keep chatting here!

Thanks!

I’m still a bit torn about how weight should affect wall climbing.

I’m trying to decide whether to keep the game mechanics simple and easy to understand, or make them more detailed and nuanced to give players more depth and strategy.

What do you think would make the game more fun and enjoyable for everyone?

Thanks! That cockpit-and-wall-riding feeling is exactly what I’m aiming for.

Yes, part choices affect how the machine behaves, though in this beta the differences mainly come from the battle gear, shaft and drive. They change things like collision response, stability, acceleration and drift. The cockpit and engine currently each have one standard option.

For wall climbing specifically, speed, propulsion and DRIVE use matter more than weight alone. Weight affects collisions and resistance to tipping, but there isn’t a simple “heavy builds climb worse” rule yet. I’m still tuning those trade-offs so different builds feel distinct and rewarding to pilot.

Thanks for asking—it’s a useful point to make clearer!