7DRL success


This was reasonably successful, although as usual for my 7DRLs I spent very little time on balance and I think the game would work better if it had some more mechanics (especially for weapons in this case) that I didn't have time for.

You can choose from four mech types to play as, with a tradeoff between speed and number of weapons. Faster mechs can be a significant advantage.

The main interesting part is the time and equipment slots system. Slots are based on Cogmind (but equipment does not work as health as in Cogmind). Slots effectively take their own turns, and using a slot makes it busy for some period of time. At any given player turn, the panel on the right of the interface shows which slots are available to use. On its own this would mean that the player would take turns where gun slots are available but the locomotor slot is busy, leaving the player unable move on these turns. To make movement non-frustrating, when movement is requested the game can skip ahead until the locomotor slot is available.

This system is intended to simulate tense combat with a lot of weapons at once. It sort of works at that, but it would probably work better if there was more differentiation between weapons. I would have liked to add more details to weapons, especially ammo, some differences in firing at/through buildings, some area of effect damage, and handling of accuracy.

Brigador is also a major inspiration for this game.

Files

errant-mech-1.0.0-web.zip (7DRL release) 867 kB
Mar 10, 2024
errant-mech-1.0.0.tar.gz (7DRL release) 4 MB
Mar 10, 2024

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