Our sound guy has been working on boss SFX using synth patches, metal and mechanism recorded in his apartment.
Most sounds in the game come from his kitchen, but do they fit this enemy?
Check out the first iteration and let us know what you think!
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Enemy Tells in Combat
Paying attention to enemies' behavior is important in battle. Some have a pattern and knowing/reacting to it will help you get through them more easily. For example, this turret charges before attacking.
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UI before vs after!
The main menu got a completely new look with a new camera.
Mech customization now uses dynamic camera angles with an improved interface, and mission menu now points to locations in the game-world along with other small changes.
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💡Weekly highlight until demo release!
This Week Playstyle: Tank × Manipulator
High defense meets battlefield control. Barrier and shield reduce incoming damage, while stagger-heavy weapon hold enemies in place. Ideal for defensive strategists.
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More death animations added!
Regular drones now spiral and explodes with semi-random duration, while crawling type enemies also got unique animation when getting killed, just to add more flavor to combats for more fun!
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While adjusting the pattern offset to make my mech the prettiest one at the prom, I noticed my controller had drift, and it created this cool animation.
I am the Matrix, btw.
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Weapon Showcase: KPCR-12
You can switch between standard fire and scoped shots. Retaliation helps you stay at a distance from enemies.
More features are still in development so stay tuned for updates!
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Ocean wave interaction with your mech.
Wave displacement scales with mech weight. Light mechs get pushed around more, while heavy ones stay steadier.
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📅💡Weekly highlight until demo release!
This Week Playstyle: Manipulator × Artillery
Lock enemies in place with high-stagger gear like warthogs, then unleash overwhelming firepower!
Crowd control first, punishment second. Ideal for tactical pilots!
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Combat footage vs melee null drones.
It's not only weapons that matters. Good positioning and smart movement matter in combat as well.
Use jumps, hover, dodges, wall bumps and comets to control your position and turn the fight in your favor.
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Simple look at combat against Null drones. Even against familiar foes, different loadouts can completely change the rhythm of battle, and that's one of my favorite things about this game.
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Core Intro: Auto-Firing Drone
Activate the core to deploy the fire mode. It needs to recharge between attacks. It operates in every state of the mech!
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This is a weather system for some missions in development. It detects the environment around it to limit where weather can go.
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📅💡Weekly highlight until demo release!
This Week Playstyle: Tank × Melee
Heavy frame, shield and barrier with your favorite melee weapon.
Push forward, absorb damage, strike and overwhelm enemies up close!
For pilots who like brawling without fear.
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Weapon Intro: Nungramm
A short and agile blade that pulls you towards your targets. Every strike grants you an aerial hop, and retaliation warps you directly to your enemy.
Dual-wielding is available with this weapon.
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Sharing a quick sneak peek at a new enemy in the works. Our artist has been working on its appearance.
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Melee Null Drones now shoot projectiles.
This is an experiment to make them effective even in the situation they can't reach you.
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Explosive destructibles can now trigger nearby objects to explode.
Even enemy explosions will set them off!
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📅💡Weekly highlight until demo release!
This Week Playstyle: Artillery × Tank
Minigun, shield, and heavy armor.
High survivability paired with overwhelming firepower lets you dominate extended fights.
For pilots who enjoy durability and nonstop fire.
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Explosion sounds getting more variety!
Turn your sound on and enjoy multiple kabooms💥
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Here is a look at the new level. You've seen a glimpse in the trailer, but we've made many updates since and still continue to work on it more!
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Weapon Intro: Springbok (Assault Rifle)
Equip it solo and your mech grips it with both hands, slightly boosting its fire rate. Alt-fire launches grenades, and retaliation gives you a free grenade lob.
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Sound Update: Laser Seekers
Designing new laser weapons sounds, and synthetic sources are key in the process. We're also keeping similar timbres across weapons so they all sound like part of the same tech family.
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📅💡Weekly highlight until demo release!
This Week Playstyle: Manipulator× Cannonball
Build for high stagger and knockback, create perfect openings for high damage Comet attacks.
Ideal for players who love turning control into destruction.
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A little sneak peek at our audio system!
See how sound behaves differently; door opened/closed or from inside/outside.
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LP177-Jex (laser pistol) VFX update:
Color customization of the laser is now available!
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Weapon intro: Greatsword
Slow melee weapon but huge damage. It lets you pull enemies in and charge. Comet attack is unique. Learning the moveset is the key!
It is still WIP so stay tuned for the future updates :)
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Upcoming enemy sound experiment.
Ready to take it down?
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📅💡Weekly highlight until demo release!
This Week Playstyle: Melee × Speedstar
The build for this playstyle shines when you know "when to go in" and "when/where to get out".
Great for pilots who enjoy choosing the right moment to commit.
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707KE – Bulldog VFX Update!
Retaliation flame shot is the major change. Also correct shell casing is now ejected via VFX.
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