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Mechanical Duo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
IDEA | Was this game super interesting or innovative | #6 | 4.333 | 4.333 |
AUDIO | Did the game have great music or sound design | #20 | 3.667 | 3.667 |
Overall | #44 | 3.467 | 3.467 |
FUN | Was the game satisfying to play or did it bring you joy | #57 | 3.333 | 3.333 |
VISUAL | Did the game have nice graphics or art direction | #66 | 3.333 | 3.333 |
MOOD | Did the game have atmosphere or make you feel something | #99 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long you've been working on the game
6 months (equal to about 2 months full time)
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Comments
Hey Incognito!
I enjoyed playing Mechnic Duo, even with solo play:
Here’s my what I liked and a few suggestions:
What I Liked:
Suggestions:
I had fun with Mechanic Duo and I’m a huge fan of upgrade paths and progression in general, so this appealed to me. I’m excited to see where the development of the game heads if you continue to work on it!
Thanks for the detailed feedback!
Online multiplayer was actually something that I wanted to add but couldn't get working. I guess with online multiplayer, it's one of those things that you have to build your game from the ground up for.
I do think that an in game tutorial would have been nice - I tried to integrate the tutorial into the game by printing the hotkeys and displaying warning labels so that players could simply refer to them if they ever got lost, but I guess it can be a little information overload-y for a first time player.
As for UI, I thought that I sized all the text properly to stop them from showing up off screen, but I'll go back and check. It's also possible that different resolutions see tooltips differently.
Lastly, the sandbags were ironically one of my least favorite upgrades during playtesting. They usually inhibited my movement, preventing escapes and drop collection. But I guess I'm just unfamiliar with the way of the sand...
Anyway, thanks for playing, and I'm glad you enjoyed it!
I thought this was a really cool concept. I know it was intended for 2 players, but it was a fun challenge trying to see if you could do it with one person. Art was nice and sounds were good.
Suggestion: It would be nice if there was an option to have just one person do it with a vertical dual screen instead.
Overall, nice work!
Thanks for playing!
Honestly, you have to be some kind of god to beat this with one person. I tried, and the closest I got was beating easy mode and switching to the plane whenever I needed healing. I thought about implementing a single player mode, but the behavior was too complex for a simple AI to handle.
Although for what it's worth, I do think that playing with only one player really takes away from the asymmetric design and the communication aspect, which is a core part of the game. Even when I played on custom difficulty and made the difficulty actually reasonable, it still really wasn't the same.
After all, getting clapped with a buddy > getting clapped alonepretty satisfying sound design, I dont have anyone to play it with so I just played as the tank but I can see it being fun for 2 people
Hey, thanks for playing! :)
Honestly, I kind of suspected that this game wouldn't be very accessible, since it was originally made for the Multiplayer Jam, where raters usually had other people. Getting two people for something like this is pretty difficult to begin with, let alone in the same room at the same time (although online multiplayer can be improvised with the use of remote desktop technologies such as Parsec).
Truthfully, even on the easiest difficulty, this game is unplayably unfair with only one player. But at least custom difficulty is an option.