
Step into the cockpit of a giant "mecha" robot, dueling with plasma sabers in an interstellar civil war!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A short but thoroughly entertaining choose-your-own-adventure about being a mecha pilot. Mecha Ace wears its Gundam/Mechwarrior influences on its sleeve. You're a mecha pilot in a war against a tyrannical empire, meeting along the way some stock characters: the hothead wingman, the starry-eyed bridge controller, the earthy chief mechanic... even the masked rival! Without spoiling the story too much, a number of plot beats common in mecha fiction also show up here. Though the game also takes a few sly digs at some of the less plausible parts of its influences. The meat of this game, the battle scenes, are [i]very[/i] well-written, and I found my heart rate going up at several points, despite this being all text. The interludes serve to flesh out your character and the world a bit, and don't overstay their welcome. I do feel like it's a little short overall - I could have done with a couple more chapters. But as it stands it is snappily paced, without any bits that feel like filler. Unlike Choice of Robots, this story does not seem to reward replayability as much - there are no branching subplots here, just variants of one narrative. On a technical note: there is a checkpoint system every couple of chapters, but it is [i]extremely[/i] buggy and I would strongly advise giving it a wide berth. I've gotten a few chapters in only to be thrown forward to my last save point, further along the story in a previous playthrough, effectively killing that run. The only reliable way to save is to exit the game. Overall, I had a ripping good time, and would definitely recommend, especially for its asking price. Wolf-Lead, out!
Reviewing (mostly) every game (or DLC) in my library, part 641: ⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆☆ (8/10) I'm super pumped my friend bought me this game, because reading [i]Mecha Ace[/i] feels like watching the first seeds of [i]Guns of Infinity[/i] and [i]Lords [/i]of Infinity take root. Even this early, you can see Paul Wang's fingerprints all over the story: his fascination with military politics, impossible command decisions, rich flavor text, and characters caught between duty, ambition, and personal conviction. It's almost endearing to watch those ideas in their infancy. They aren't quite as refined yet, but you can already see what they'll eventually grow into. While the characters and romance are on the weaker side, there's something almost nostalgic about recognizing the beginnings of a style that would later become one of my favorites. If you've ever been curious about ChoiceScript games but don't know where to start, this is an excellent entry point. [b][h2]Pros:[/h2][/b] ✅ [b]Pure, crunchy mechanics.[/b] This is where [i]Mecha Ace[/i] shines. First, you have your mech customization, paired with four personal stats (Piloting, Perception, Willpower, and Presence). You get to choose between different upgrades, like, I don’t know, a ♥♥♥♥♥♥♥ plasma rifle, monosaber, upgraded thrusters, or even improved sensors. I, of course, chose the plasma rifle and monsaber, fulfilling my dreams of being a Star Wars … Transformer … thing. But although you only have four stats—and limited opportunities to improve on them—there’s a perfect synergy between mech and mechanics, and a real sense of cause and effect. The mech you build shapes the kind of pilot you become, while your personal stats determine whether you can actually make use of that equipment under pressure. A fancy monosaber doesn't mean much if your Piloting and Willpower aren't high enough to survive getting into melee range. (I learned this the hard way after repeatedly trying to charge people with a plasma rifle. Turns out, bringing a gun to a sword fight is just as awkward as bringing a sword to a gun fight.) Rather than simply picking the "best" upgrades, you're encouraged to build a coherent pilot. ✅ [b]Flavor text (that actually matters!).[/b] One of Wang's greatest strengths has always been making stats feel like roleplaying rather than simple numbers. Different backgrounds, skills, and personality traits unlock unique descriptions, observations, and approaches to solving problems. Even when two playthroughs arrive at the same destination, they often feel completely different because your character interprets the world differently. I think Wang sets the tone from the literal first choice of the game: do you spare retreating enemy soldiers or gun them down? Soon after, you have the choice to rescue civilians trapped under rubble, obey your orders to hunt down the enemy, or try to do a mixture of both. I, with my bleeding heart, chose to focus completely on the civilians. Of course, this resulted in the enemies being ready with traps and barricades when I finally chased them down! Neato. Of course, such important choices also transfer over to the (awesome) battle scenes. Hold your position, flank the enemy, or charge forward? Fight one-on-one with an enemy ace pilot or ask your allies for help? Delegate a task or assume command? And so on. ✅ [b]Fantastic military atmosphere.[/b] [i]Mecha Ace[/i] understands that war isn't won through a single heroic duel. It's logistics, chain of command, split-second judgment calls, impossible compromises, and living with the consequences afterward. You're constantly balancing honor against duty, personal conviction against military necessity. Wang loves grappling with the age-old question: “if war so bad, why is being a war hero so good?” (Check out my official count of 79 kills and 100 reputation.) Still, I especially appreciated how the game reflected my own attitude toward me. I leaned into the more melancholic dialogue options, treating war as an obligation rather than an adventure. My character wasn't bloodthirsty or eager for glory; they simply believed someone had to do the job. My pilot gradually came across as exhausted, dutiful, and resigned to the violence around them. It's a subtle touch, but I quite liked interpreting my weary pilot as struggling with undiagnosed anxiety or PTSD. ✅ [b]Little things.[/b] I enjoyed the checkpoint save system, as well as the long codex summaries of technology, setting, and the world so far. [b][h2]Cons:[/h2][/b] 🟥 [b]Light character development and romance.[/b] This is probably the game's weakest area. Compared with Wang's later work, most characters feel more defined by their military roles than by their personalities. The commanding officer, the rival ace, the rookie—they're all enjoyable enough, but they rarely receive the time needed to become truly memorable. The romances likewise feel fairly light (though I adore Hawkins), and I found myself wishing for another interlude or two to simply spend time with the cast outside the battlefield. To give Wang credit, there are brief sketches of depth. Hawkins has an (optional) mini-arc, as well as your second-in-command, and you do get to talk to your captain and recruit. Still, their possible character development could be added on. I think a good place for a third Interlude would have been right before the big battle. Traditionally, this is the protagonist’s "last rites"—the quiet moment before the storm where everyone has a chance to reflect, say their goodbyes, and come to terms with what might happen next. Instead, the story moves almost immediately into the climax. Considering how much is at stake, I wanted just a little more time to breathe, [spoiler]especially considering how my second-in-command and crew died, but my protagonist did not gaf at ALL. RIP.[/spoiler] 🟥 [b]Military terminology can be overwhelming.[/b] I'm no engineer, so there were moments where the game threw around terms like "heatsink ejector ports" and "breech assemblies," and my eyes glazed over a little. It certainly adds authenticity, but I occasionally wished for a glossary or codex to help keep track of the jargon specifically. [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our [url=https://www.youtube.com/@IndieGems2]YouTube channel[/url] for more reviews like this one. 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A relatively short story, it can be a bit convoluted to get the ending you want, so I recommend using a walkthrough, but overall I enjoyed it.
not the best. bad choices in the beginning will ruin runs
Buy when on sale. There is not enough branching to make it a really good choose your own adventure, but it is pleasant enough for a single playthru.
I'm a GM with two mecha-TTRPG campaigns behind my back. Thanks to Mecha Ace, now I myself can play something very close to what I've hosted so many times!!! * Great writing, with smart game-design choices! * Desicions matter, provided options are fun! * Good use of tropes of the genre! * Fun! Fun! Fun!
A good game fairly cheap, and high replayability a good game to play every now and again when you want to relax
Would trust Char again, 10/10
i do like these kind of "games" very much, as long as they are both logically sound and offer real choice. this one however is way too streamlined towards certain situations. and the author has (in my opinion) no real knowledge about military affairs and tactical situations. a definite disappointment, unfortunately. try choice of robots, there you have real choice and logical consequences.
I've been playing this game since it came out in 2014 on phones. It's very simple, but in a charming way, and will sure give a nice chuckle or two to my fellow mecha fans.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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