Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

(a)wokenView game page

FPS with mechs.
Submitted by Federx (@FederxDev) — 2 days, 23 hours before the deadline
Add to collection

Play game

(a)woken's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

It's a good base for a mech game. Love the character sprites, they are adorable. Needs some balancing and tweaks though - like screen shakes, reverb on the steps. Minigun feels weak due to it's weak audio, and rail gun is OP. Also the bomb launcher acts weird - like it doesn't add a proper impulse vector to the bomb? I dunno.

Anyway - keep it up, looking forward to more progress on this!

Submitted(+1)

really nice. some issues with performance here and there, I was getting some micro stutters when switching weapons, and when loading into a level (eg. test rooms). fullscreen setting didnt work. mouse sensitivity in scope mode should be scaled down - this is common practice in fps controls for finer movements when zoomed in. suggestion for the bomb launcher: it would be cool to detonate the bomb after launching by shooting it

also please tell your mother her art is wonderful and you love her.

t. Hawken enjoyer

Developer

hell yeah, not only a hawken fan but a tow enjoyer even.

you are the first to bring up the mouse sens. while scoped, good point

i will look up how to detonate things remotely, could be an interesting mechanic!

Submitted (2 edits) (+1)

https://www.twitch.tv/videos/2081874933 (Linux)

Nice progress, man, keep it up!

edit: Read somebody criticising the music. I loved the music!

Developer

thanks for playing! the music was made by trevor lentz on opengameart, i included links in the credits.

(2 edits) (+1)

Feels like a late 2000's ROBLOX game (this is a compliment.) The shooting feels pretty good despite its clunkiness, the mech interface looks cool, and the game's artstyle is already shaping up pretty well. That being said, there is a lot to improve on.

The movement needs a lot of polish. The player character somehow feels slow and clunky without having that feeling of weight you'd expect from a mech game: walking and jumping has no inertia, and you just abruptly stop in mid-air when you're hovering.  The choice to instantly turn the player 180 degrees when back-dashing is bizarre and completely goes against the idea of piloting a giant hunkering machine, it just feels wrong. I also got stuck on geometry a few times, being unable to move at all. 

The enemies need work. Getting to any sort of elevation trivializes the game, as none of the robots can seem to shoot upwards. All the enemies seem to do the same thing: walk towards you slowly and shoot a rocket prefab at you every couple of seconds. The exception is the spherebot, which seems to do nothing at all. I would try to make some more variety, maybe have the small walkers use guns while the big ones fire missiles.

The player's arsenal confuses me, none of the consumable items seem to do anything (missiles pass right through the bubble shield, for one. Maybe it only blocks bullets?) I don't blame you too much on this one since the game's early in development, but maybe consider making some kind of screen that explains what each item does in the future (or dedicated tutorials per item.) 

The game does show promise, it just needs love put into it. Keep it up. :)

Developer(+1)

i tried to make the quick turn smoother but i keep fucking it up. thanks for the feedback!

Submitted(+1)

I do love a mech game. That said, this feels very early in development, so I'll critique what is here rather than what's missing.

The tutorial is good in the sense that it focuses on the right things. You aren't going to move at all unless you press wasd, so that's going to be obvious, but then you have a sign to press shift to sprint, which the player might not know about.

The mouse movement feels a bit rough. I don't know exactly what's going on with it, but I think it's a symptom of not using raw system mouse input. This was especially noticeable when using the scope on the rail gun. I also found the middle mouse as the scope button tricky because I usually scroll with my index finger and so I couldn't hold it to shoot intuitively. I'd suggest a setting to toggle scope on button press vs holding it (I didn't check so you might already have this.

I have no idea what fortress mode does, but it sounds intense. I also enjoyed the secret room.

Submitted(+1)

You didn't do the thing that allows for me to d/l yr game with itch.io app.

The game opened fullscreen but the fullscreen checkbox in options was unchecked. Checking it did nothing obviously.

I was impressed you provided rebindable controls until I realized they only rebound the controls that navigate the menu?

The game freezes while the tutorial loads, you should make sure the player has feedback that the game is loading and not frozen indefinitely.

The anime girl drawing are soul but maybe not in a good way. The colored pencil look clashes with the rest of the game. It's incredibly soulful that yr mom made them tho. Maybe apply a colored pencil shader to the whole game? Or have your mom or you apply color digitally as a final step.

I should be able to read all the dialogue and then dismiss it when I'm done. It goes away too fast right now.

The minigun firing isn't very juicy.

Movement in the mech feels very good. Smooth but with weightiness.

I need access to the options while in game. For example I need to adjust the mouse sensitivity.

It's unclear that the orb in the tutorial is an enemy. There's also not enough feedback to me as a player when the orb hits me and hurts me. I think the orb was able to kill me way too quickly. When I died while firing the minigun, the minigun kept firing forever.

Quitting from the tutorial shouldn't quit the entire game, it should take me back to the main menu.

It feels like the mouse moves fast enough in front of me to aim but then it's way too slow to turn and look to the side. Maybe intentional because the mech is slow?

There should be more sounds when the mech moves around. Continuing from my point above, it would make the slow turning mech more believable if I heard the leg joints and hip joints creaking and turning with my mouse.

The music is sorta cris-tier. Sorry. But it's got that cris thing where the melody has way too many notes in it like the composer is trying too hard. Just simmer down a little and keep it simple and let the melodies breath.

Why is a ray drawn from the minigun when I shoot?

The compass is nice but I wonder how useful it is in-game?

It trips me out that I click my left mouse button to fire my right weapon and visa versa.

I'm wondering where the fun is in this game? Arcade mode isn't really fun, I'm just spamming the fire buttons. The mech isn't fast like Armored Core so I don't have that kind of speedy fun. But there's not much of the fun I would get out of a slow mech game either. No ammo to conserve. No maps to traverse. No squad tactics. I got bored of arcade mode before dying because it just didn't feel like it was going anywhere.

You've got a lot in place so there's potential there. You've made a lot and you have some soulful art and music but you better find the fun fast.

Developer

i'll find the fun eventually ç_ç

i plan to have single player story mode levels, so the arcade mode is more of a way to test things out, to shoot at things.

>why is a ray drawn from the minigun

lazyness. i just copied it from a tutorial. same goes for the rebindable keys, sorry.

>the compass is nice but useless

i added it for the cool factor lol. maybe eventually i'll have larger levels and it will find a purpose

thank you for your detailed, in depth feedback.

Submitted(+1)

It was fun to shoot the shit out of all the bots but the game definitely needs improvements with the weapon and impact effects to help improve visual feedback and clarity. The gray health bars are really difficult to see because they blend into the background too much and I also feel like enemies should disappear as soon as they die, I often found myself targeting dead robots. Otherwise awesome job so far, keep it up dude.

Submitted(+1)

-I wish that the dialogue stuck around longer, or if there was some sort of log for it, I was unable to finish reading some of them because of that. It would also help if the text was on a background and was bigger, so it's easier to read while moving around. 

-Cute ladies. And although a bit of a hodge podge, the rest of the game assets blend together well enough to sell the theme.

-Gameplay is decent, though I wish there was an indicator for when waves of enemies would arrive. I was surprised with how quickly they showed up once I spawned in.

Fun experience for how early it is, keep up the good work. 

Developer(+1)

yeah i actually crunched the tutorial right before dd, i have to to make the text linger for longer.

Submitted(+1)

Aw right, I'm gonna be honest: I am testing this from a literal third world laptop. Please ignore the speed-related feedback on the following paragraph in case it does not apply to a better PC.

Let me start with what I believe to be the most pressing issue: mouse look. I think I get the picture: the mechs are supposed to be heavy and slow; it follows their combat style has to be slow-paced too -- but the speed at which the player looks around is anxiety-inducing, especially when there are active threats in the room. Cranking up the mouse sensibility on the menu doesn't fix this, also making the aim noticeably zig-zaggy in the process, and the "Shift + Backwards" maneuver to do a 180 doesn't seem to work for me. I personally believe having the robots turning around quickly (at least the player, if no one else) doesn't compromise the vision I believe you have in mind as long as they keep their slow movement speed. Maybe the current mouse look behavior should be tied to "Fortress mode", allowing you to look freely when it's not enabled (sort of like the focus mechanic in Touhou).
I got used to the controls with time, but integrating them to the tutorial with more instances of in-game text rather than/in addition to memorizing the list of keys before starting the tutorial would certainly make it all the more intuitive, as would having some text quickly pop-up when switching weapons and turret items ("Minigun", "Railgun", ...). Having "Q" and "E" switch the weapons instead of the numbers wouldn't do any harm too.
The rest of suggestions all have to do with polish, which I think you're already working on. Shooting at the ground leaves tiny and huge bullet holes on Arcade and Tutorial, respectively. Healing while in Fortress mode stops the bar from being updated until you try healing with it disabled. Looking forward to the spinning minigun and particle effects for the firearms and explosions in future versions of the game.
Your HUD is a big plus in my eyes. Have you ever tried to integrate the three elements on the top of the screen (the "M", 殺 and high score counters) to the robot model? They're fine where they are, by the way, but you could always go all the way in emphasizing the unique points in the project. I get the impression the radar has to stay where it is (it's the most life-and-death HUD element, after all; you can't have that bobbing around), but its range could possibly be increased, the game being focused on ranged combat and all. The character portraits, of course, are cute and the story behind them is simply heartwarming! Good luck and have a great time, the two of you, going forward from here.

Playthrough: 30+ minutes in two sessions; finished the tutorial a few times (it seems something was trying to kill me in the final room, but I powered through towards the exit; later I found out it was a boss behind me; smacked 'im); goofed around a bit on Arcade mode and found the [SPOILER].

Developer

yeah i will likely make the rotation speed faster for the next build. especially considering how this is essentially going to become more of a boomer shooter
i also noticed the huge holes in tutorial mode, i probably fucked up which side of the ground and the walls is the "normal".

thanks for playing! this was all incredibly valuable feedback.

Submitted(+1)

It runs very poorly on my computer, but I still think this will eventually turn into something really good. Your mother's sprite is lovely.  

Developer

people mentioned that when a sound or graphical effect is played for the first time there's some stuttering to load it, i have to look up how to preload stuff to avoid it

Submitted (1 edit) (+1)

Looks like you've made a TON of progress since I last played. It's looking super good. I'll be writing my thoughts as I play.

Game started in fullscreen, enabling it in the options mode changed nothing. Same with borderless. Disabling them both made my tiny enough that the game was no longer visible, but it's resizable so who cares. The Video/Audio/Controls menus at the top are kind of hard to notice, and some people will probably miss them. The music you've included is very fitting. There's a bit of lag when loading new sounds in arcade mode, like when firing a missile or minigun shot for the first time. Onto actual gameplay feedback.

The slow turn feels really good. I don't think it would bother me if it was tweaked to be a bit faster or a bit slower, you've got some wiggle room there imo. It's good as-is too. The new(? I think it's new, or at least different from the last time I played?) level is fun. These kinds of games are like crack to me. I got around 100 kills and walked into the room with the TV showing a football match and it started lagging really badly until I died. I'm gonna keep playing another few runs, and if I have any more thoughts I'll update this post, but tl;dr the game is really fun already. Tell mom I said her art is cute. Great work.

Oh, and the kill counter gains a scrollbar and becomes basically unreadable after 100+ kills.

Developer(+1)

welp, both the performance and resolution scaling issues are back? damn.

yeah the option menu is not very functional, i basically copied the whole thing from a youtube tutorial

Submitted(+1)

* When I take the game off fullscreen the window gets really tiny, so I had to resize it manually, even if the close/window/minimize buttons were still there.

* The chaingun model on the right doesn't spin.

* Lol I recognize the grenade launcher firing sound because I also added to my game's current update.

* The first test room is really dark.

* When you die, the menu has no option to quit to the main menu. Only restart or desktop.

* I think mouse sensitivity settings could be nice.

But this has a lot of potential.

(+1)

Still very early so I don't have too much to say about it.

I can see this being good once the enemies come into their own and there's some proper levels to play.
Also it would be a good idea to preload shaders/materials at the beginning of the level so that the game doesn't stutter when you fire or stuff spawns for the first time.

Not a bad start, especially if this is your first project, hope to see more.

Submitted(+1)

pretty cool, alot of progress

i really like how the mech feels but i think there should be a idle animation for it, now it just plays one that stops and plays when you move, so it looks like the game just froze when you stop moving. other than that the mech really feels like a mech and not just a guy moving arround.

assets are placeholder ofcourse so i wont speak on those, but the core gameplay feels fun, even if some juice (screenshake, vibration or something, etc) is missing.

Also the dash sometimes teleported me arround, i think it was only after going fortress mode and out.

Keep it up cowboy

(+1)

nice art, mom! 
there's a lot of progress since last DD. i was able to get a highscore over 100 without trouble. 

no mouse sensitivity option? is that by design, to make the mech (believably) hard to rotate? i even turned my mouse DPI to the highest value and it still felt slow.  it might be a fun idea to explore this - it makes sense that you wouldn't want a mech to pilot as if it was a character in an arena shooter.

otherwise there are a few minor annoyances. the screen turns red and stays red for a second or so when taking damage - i thought that was irritating. perhaps just a red tint/filter over the screen, while still maintaining visual clarity? i would also sometimes get stuck on small ledges that i feel like i should be able to automatically walk over.

otherwise, a lot of clear progress since last time. stick with it and keep up the good work.

Developer

yes, the limited turn rate is by design. i might make it slightly faster, i need to test it more

yeah i need to make the red rectangle on hit transparent or something. it's a lazy implementation so far

getting stuck on stuff is actually because of the level design itself. for the next dd i'll probably create a new level layout from scratch instead of relying on royalty free assets, i tried to fix it manually but with little results.

Submitted(+1)

Game’s really starting to come together, just really needs some JUICE! Need some really punchy sounding footsteps, muzzle flashes, dynamic lights, sparks, ejected shell casings, mechanical reloading sounds.

Some more pressing issues:

  • The torch is extremely short ranged, makes it pretty useless in the dark
  • Pressing ‘Z’ didn’t activate any zoom, no matter what weapon I had selected
  • The enemies can’t shoot up, using the jump-pad to get on the roof makes you invincible

Didn’t expect to see my Bounty fanart as a billboard, I like it!

Developer(+1)

there's probably an issue in how i save my controller settings, maybe the railgun zoom was moved to the middle mouse button and i still have to update the controls list accordingly.
glad you liked it!