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A jam submission

Tech MechsView game page

Big robots that control like skateboarders
Submitted by PhilBlank (@PhilBlankGames) — 12 hours, 45 minutes before the deadline

Play game

Tech Mechs's itch.io page

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Comments

Submitted (1 edit)

Where's the pause menu to adjust my sensitivity? ESC just closes the game.

For a demo that only features the most basic of movement, it needs tons of polish still. I like the idea of a mech that switches between humanoid and tank mode and can run on walls as much as the next guy, but there's still a long way to go. Personally, I think the wall running should be based on physics, for the most - right now more than running on them because of innertia it feels like I've just got magnets on my feet: Clearly I wasn't running fast enough to be able to climb something like that, and when on ceilings I feel like I should start falling off at some point, no matter how fast.

Maybe that's not what you're going for. I'm mostly just speaking from the expectations I had going into the game, but it's definitely too early to judge anything either way, so don't take this too seriously.

I hope I see a more realized version of this next demo day!


Edit: I see now you uploaded a new version after I had downloaded all games during DD weekend. I can use the pause menu now, but mouse sensitivity is wonky; had to set it to 0.3 to be usable at all, but then while the left/right rotation works at a good speed, up/down rotation speed is slower than a snail. Also, I tried releasing all inputs when on top of the tube segment to see if I could just drop through and go faster that way, rather than walking down the walls, however all this did is lock my camera to a really weird angle and didn't let me walk on beams when falling on top of them.

Developer

"Personally, I think the wall running should be based on physics, for the most"
It is physics, while moving forward you produce downforce (similar to a drag racer)
Thanks for playing!

(+1)

_
Submitted(+1)

It doesn't really feel like driving a mech. I'd like to feel more weight in the movement. 

(+1)

das cool

Submitted(+1)

Was expecting more levels. Wallclimbing is fun
Submitted(+1)

Good proof of concept, I was able to get to the victory void early by letting go of the controls while upside down. Can't wait for combat

Developer

Hope you enjoyed it! Yeah, if you stop moving/slow down too much while upside down, you won't produce enough downforce to counteract gravity

Submitted(+1)

Playing this.

-Holy balls, the sensitive is hyper high. Barely moving my mouse does 360s.

-It says T for tank mode but that does nothing. Disappointing.

-Figured out what tank mode was supposed to be. Tank mode is incredibly worse to play do to the mouse still turning the camera. It's jankilicious.

-In general, it's pretty incredibly hard to control.

It's a really neat idea, but the game needs a ton of work in the control department. Keep up the progress!

Developer (1 edit)

I'm hoping to get a sensitivity slider in before liq plays

Are you using a gaming mouse, perhaps? I'm trying to figure out why sensitivity is so wildly different between testers, if I halve it I physically can't turn fast enough to go along the ramps anymore

Tank mode is just your torso moving separate from your legs. Good for aiming, but there's nothing to aim at and it makes platforming a bitch

Submitted(+1)

Yeah I'm using a low end gaming mouse. Adding a slider should definitely fix the issues with the variance.

"I'm trying to figure out why sensitivity is so wildly different between testers"
Because computer mice have wildly different DPI's!