Rift Core by chaosed0
Real-time battle arena with mechs.
Note that you should play this at a 16:9 aspect ratio (like 1920x1080 or 1280x720), otherwise parts of the screen may become obscured.
A few issues were fixed after the jam.
Controls:
- Left Click - Select mech. Only one mech can be selected at a time!
- Right Click - Move
- A - Select Dash Punch
- S - Select Beam (Boa), Use Shield (Wolf)
- E - Select Eat (Husk, can only be used on nearby dead bodies)
- Left click - Use selected ability
- Units will automatically attack when in range of an enemy.
You must finish off downed enemies (yellow health bar) with a dash punch.
Eat is (unintentionally) difficult to use, your mech must be very close to a dead enemy.



| Source code | https://github.com/Chaosed0/LD43 |
| Windows | https://nicknameless.itch.io/rift-core |
| macOS | https://nicknameless.itch.io/rift-core |
| Original URL | https://ldjam.com/events/ludum-dare/43/riftcore |
Ratings
| Overall | 377th | 3.585⭐ | 43🧑⚖️ |
| Fun | 459th | 3.329⭐ | 43🧑⚖️ |
| Innovation | 512th | 3.159⭐ | 43🧑⚖️ |
| Theme | 890th | 2.805⭐ | 43🧑⚖️ |
| Graphics | 154th | 4.209⭐ | 45🧑⚖️ |
| Mood | 241th | 3.659⭐ | 43🧑⚖️ |
| Given | 51🗳️ | 26🗨️ |
Anyways, I liked that you had to do the dash punch to finish them, it adds a cool extra aspect of management to the game. Great seeing a bit of atmosphere told in this way - it reminds me of Lylat Wars actually. I never really felt the need to use the abilities other than the dash punch, but I'm certain, had time allowed, those could have been introduced in-game in a similar way to the dash punch.
Controlling multiple characters can be pretty tough, so maybe a pause button on the spacebar like in FTL could be a possible change, but that would create all kind of code and balance problems I guess. I you didn't do it I would think it's because of your starting intention, and it's really strong, so there's no problem there.
Congrats on the amazing entry, one of the best I've seen so far !
Great Graphics and audio - the controls could be a smidge clunky at times, but a great example of what LD is all about. Well done and congratulations on your entry.
Great job.
It is quite ambitious, and one of the few projects here that could be extended into bigger game.
Keep up the good work! Good job!
The difficulty curve could be improved, there is a huge gap between tutorial and the first mission.
Also with the marquee rectangle selector, I was expecting an RTS control of multiple units. I would deactivate the marquee selection.
The difficulty curve after you acquire the rift is pretty steep, given 6 or 7 enemies are firing at 3 units. Mitigating damage by keeping units (or trying to keep them) out of harm's way eventually feels like spinning too many plates. But I enjoyed it nevertheless!
Since it's mostly an RTS, you missed most of the UX, Function keys (F1/F2/F3) could be a shortcut to each individual unit, TAB could cycle through the team units, health bars just broke the imersion and the visibility, i would suggest that just by hold ALT or with the mouse over should show that and improve the damage feedback through some particles (sparks/smoke) and improve the cooldown feedback by adding a particcle sytem on the skill UI (like a flashing particle to warn the user that the skill is ready for use) and another feedback on the robot to tell the user that the skill of an unselected unit is available again.
Improve by maybe adding trails and spotlights of the machineguns (allies and enemies) to improve the visibility of "who is attacking who";
And add maybe a color detail or something appart from their silhouette, the camera, silhouette and colors makes all of them the same unit, improve maybe through a detail that the user would easily notice.
Thank you all for the awesome feedback!
I'm not a techy person, but hopefully this helps somewhat.