Command them to victory. It is time to take the world back from corruption - will the mission be successful?

Note: Unfortunately due to limitations of godot 4, the game may not run for  some MacOs/Linux machines 

If you encounter lag in browser, consider downloading the desktop build. You can export your save from the browser and import into the desktop.


Credits:

Music Composed and Produced by Tim Beek https://timbeek.itch.io/

Background ambient from the Epic Game Music Collection https://assetstore.unity.com/packages/audio/music/orchestral/ultimate-game-music...

Pixel Font:

https://managore.itch.io/m5x7

Background Art:

https://littlesmith.itch.io/post-apocalyptic-background

https://penusbmic.itch.io/

Boss art:

https://penusbmic.itch.io/

SFX: CC0 sounds from freesound

StatusPrototype
PlatformsHTML5, Windows
Rating
Rated 4.4 out of 5 stars
(192 total ratings)
AuthorBarribob
GenreAdventure
Made withGodot
Tags2D, Idle, Incremental, Pixel Art, Tactical, upgrades

Download

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Click download now to get access to the following files:

Apex Machina - Windows.zip 35 MB

Comments

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Viewing most recent comments 1 to 40 of 57 · Next page

Not a bad game, though there’s no real reason to use any particular mix of units. I can get through the boss with a whole army of a single unit type.

Hi, I played your game and made a video about it. Just wanted to let you know.

peak but can you add a speed up a speed up function its to slow when both sides are doing absolutely nothing to make any progress  

Cool game. One thing that annoyed me a fair bit was that even though Repairs retreat when in front line, they won't target Rifles to get them the damage buff unless they are damaged. But since any damage basically guarantees a kill, the Repairs end up just being useless in that scenario

Wonderful and fun game! I was wondering if there's some "losing" mechanic. A commenter below suggested if an enemy walks through your (blue) portal, something happens, but I've let enemies do that, and they just disappear into the portal with no consequence (maybe credit is lost?). A few more observations (for players): 1) Someone below mentioned tabbing out pauses the game. But if both the game browser and your other app are not maximized, the game continues. 2) The repair drones become less useful post-end game (after 3rd boss) as the range enemies kill your non-range machinas before they have a chance to be repaired. 3) I do just fine with a mixture build (all machina types except the repair drone). I'm beginning to favor the Rifle and Scout combo. 4) Increase the electrolyte buff (rifle machina) as early as possible for faster resource collection.

How far have people gotten? I've gotten to Threat level 5.0 (part of that time was just letting the game play on its own). But at that point, the TTK is low-ish, so I've restarted several times in pursuit of the 10000 kills goal.

genially enjoyed this game a lot mroe then i thought, i ended up playing it for over an hour . I think it would be so much better with a bit more lore and more to work with, but otherwise reminds me of the zombie game infection but a real time level pusher 

Thank you for making and sharing this game. :)

will this get more content?

great game!

A little gameplay, a little critique ;)

(1 edit)

Playing on a tablet, can’t see the description of the things I’m looking to upgrade without buying it first…

Would love a tooltip on hover, especially on the item text rather than the buy button itself.

It’s a very pretty game. Love watching my units swarm / get swarmed by the enemy.

(-2)

пупм пум

Pretty fun! I'll say as friendly critique, having both in-run and out-of-run upgrades be unit specific, plus not having too many synergy abilities between units, really makes it optimal to silo all upgrades into the first two basic units.

(1 edit)

I was struggling on the second/third boss until I figured this out as well.  Putting some into healer helped too, because it gives major damage boosts on heal. Other units simply weren't worth upgrading or even purchasing.

Its really fun. Beat it in about 3-4 hours while working. Blast ended up being quite useless throughout, being too close to vanguard to br effective, spending most of its time running from being respawned. Would love it if after spending so much resources on it it would at least stay out of fallens range, unlike regular rifles, giving it at least some sort of nieche use, allowing to pressure bosses. That would maybe allow to play around with boss regen becoming a mechanic\progress lock and blast being a sort of antiheal


But overall very pleased with the game. Would love to play again given some more content.

Solid game, very fun !

what do cores and credits do? have i missed something?


aside from that GREAT GAME

I think its a sort of "prestige" esque thing, where they are permanent upgrades that last across runs.

you get to upgrade things you can't normally like only health and only damage and you can unlock power ups and new bots

ah! I worked out the screen in-between levels . 

ok, glad you did it

What a great game with beautiful art. The boss attacks were a delight to watch even when my little robits get brutally demolished

This is worth playing for the art alone.

This is so good, great job. Is updating? or that's all?

Will this receive continuation?

I have the same question

(+1)

Love it!! but, one thing to note, I found a bug where if you click the overdrive things at just the right moment as you get enough for them, you don't lose any overdrive.

i think this is a solid game defitnely has potential maybe.Add a skill tree of sorts

(2 edits) (+2)

Definitely a very interesting concept but hits a little short of the OG concepts appeal by having you stuck in the units you use in a run, once you do

If instead you could change the composition mid run, based on the metals and sparks you have been using, as well as more significantly different units, it could become an interesting game of strategy/cheese, which is what is so fun about the originals.
And another thing I generally tell every indie dev who has a small concept that is being worked into a full game, dont be afraid to turn mid-development experiments into experimental modes for the player to try out, either as seperate modes or as modifiers. A 1hk mode, a "units are cheap AF for both sides" mode, a fight against an enemy that increases in power over time... Just some variety for the player to try out, incase the base game doesnt quite hit as broad of an audience as a collection of gameplay could.


Also, not sure about the download, but the web version commits the great crime of idle games, stopping when not focused.


Actually, lemme make a list:

_ Healing gives little feedback on who it heals and when. More glow could help, maybe a beam to link healer and target?
- Bosses DEFINITELY need health numbers.
- Missing a third thing in terms of progression. The per-run stuff is alright, restarting a mission feels a bit lacking in context lorewise but ok, but the restart rewards are only currency? that can ONLY be used when restarting? It generally feels nice when any amount of currency gained gives the player a slight % advantage over time, even if not much.
- Tiers of units for the player could be interesting, as well as some intentionally slow stuff, with strategy settings per unit. The way the healer stays behind is nice, but if you could choose similar behavior for ALL units, a sort of party composition, this could open up the game to a lot of strategy.
- the scout feels lacking in utility. If it was an assassin instead, who could selectively go past small, mid or big units, or have some kind of weakening/poisoning effect, it may be better.

peak game

Love it 

Hopefully they make something that comes out once in a while for us that's like a medium sized ally!

i finished!!

This is sweet!

the amount of wizards that have gathered up

oh the screenshot didn't work

my rifles shoot so much sometimes when they get out of the portal they go behind it

I havent made it past 2.5 last time I played but I think you should add a machina that rarely comes out that is like our own miniboss

it removed my progress

(+1)

reminder : you can get credit by breakthrough each stage of threat level.

awesome game!

Working fine for me on Firefox 132.0.2, Devuan Linux, MATE. I'd be happy to help troubleshoot any Linux issues you run into.

awesome game all the battles that last until I upgrade are on bridges

I have every upgrade, trying to finish the 10,000 enemies killed quest and like every one else great game.

love you're work keep it up I think you have a future with this.

PS, I am a game designer at ea you are good.

https://youtu.be/iCbUhIfECzI

This game is decent and I really enjoyed playing it. These apocalyptic graphics are also awesome!

(+1)

Third boss killed on my 3rd round through using only Rifles and Riots. Never even unlocked Scouts or Blasters. Just dumped everything into resource drop boosts, mook damage, and Riot/Rifle power

(1 edit)

Doing the same thing here, slowly whittling away at the second boss. I don't actually see any reason to end mission when I can grind at it forever. There's no end condition either for some reason.

Edit 1: I failed and had t restart. There was the big tesla coil guy after the second boss that bodied me and it ended up walking through the portal so i got no materials for upgrades. I proceeded to get bodied. RIP :(

Viewing most recent comments 1 to 40 of 57 · Next page