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A jam submission

Feed the MachineView game page

Take from the other islands to grow your own!
Submitted by Iconoclass (@IconoclassVR), Meowzors (@SenorMeowzors), Carrot Cake (@Hulzberk), kollan (@kollantv), DecoVGM (@DecoVGM) — 18 hours, 28 minutes before the deadline
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Feed the Machine's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#26053.2573.257
Enjoyment#28262.9142.914
Overall#32792.9522.952
Style#41112.6862.686

Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The main gimmick of the game is using drills to scale down other islands to scale up your own.

Development Time

96 hours

(Optional) Please credit all assets you've used
Kenney.nl (gun model, some sounds)
Sonity (Sound manager)
Pixel Crushers (Dialogue System)
Unity (First Person Controller)

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Comments

Viewing comments 47 to 28 of 47 · Next page · Last page
Submitted(+1)

I was confused at first but then was able to land on a platform and basically have a tower defense game protecting the drill which was fun. The onboarding was a bit weird and more confusing than the actual drill-protect gameplay. But it's actually a really cool idea and nice execution on the theme. Great job!

Submitted(+1)

really buggy 10/10

Submitted(+2)

That was really fun, I don't think I've ever played a FPS tower defence game before so the concept was really unique. The frogs were absolutely too cute to kill and they kept getting stuck inside my drill haha, with a bit of polish this game has real potential :)

Submitted(+2)

Game with nice idea. I know that strategy is most likely to first do highest islands and then the one that are lower, but I think that adding option to fly up would be more enjoyable to player. Also some visual effects to see whether gun actually shoots. I like that islands get progressively smaller with extraction of resources. Overall nice game. Good job.

Submitted(+2)

Woah this one is really cool. It’s super satisfying to swoop in to an island and start shooting the frog guys up.

Really neat mechanic of making the whole island scale down as resources are distracted, though it was kinda disorienting at times flying in to an island only to find it much smaller than I remembered XD but it’s all good fun.

It was hard for me to know why I could sometimes not place more turrets. I suppose there’s some kind of limit but idk what the 125 means.

Great job and congrats on your entry!

Developer

125 is the resource cost of the turret. Look at the bottom bar and the main island to see how they both shrink. It’s part of the “spend money to make money” trade off that was a central mechanic from the game’s inception.

Thanks for your feedback!

Submitted(+2)

The only suggestion I would have is to have a collider setup so that enemies can't go inside the extractor, as it makes it impossible to shoot by hand (although turrets work fine).
Great job!

Developer(+1)

We had that but there was a bug where the enemies couldn't attack the drill so we removed the navmesh obstacle last minute. There is still a collider on the drills. I believe the gun uses a raycast, the turrets possibly don't (I didn't make them), that's probably why they work and the guns don't.
I'm glad you enjoyed it!

Submitted(+2)

How dare you make me kill all those cute little froggies in the name of capitalism? And I did it anyways. So what does this say about me? I don't know, but great work anyways! :D

Submitted(+2)

This is a weird game, very creative though and I like it. I got really confused on the first island because I didn't notice it changing size for some time and thought i was going crazy.

Submitted(+2)

Love the gliding and the sense of colorful mayhem. I did not succeed, but I definitely had fun. Nice work! 

Submitted(+2)

Nice take on a base defence game, enjoyed the glider too.

Nice work!

Submitted(+2)

Really like the game's mechanism,it's a interesting way to fit the theme with tower defense,good job!

Submitted(+2)

I haven't seen many fps games in this Jam, so this was a breath of fresh air! With a bit more time to polish, I think this could be quite a fun game!

Submitted(+1)

Really fun game, the gliding works really well and feels great, really unique take on a tower defense, something you could really build on

Submitted

It seems like the game doesn't quite work...

As soon as I summoned the first drill - a crocodile appeared and got stuck in it - he didn't feel the bullets and broke the drill, after which I didn't know what to do - the crocodile just got stuck in the wreckage of the drill

Developer(+1)

Didn't quite have time to fix that bug, but turrets that you drop can still kill them.

Submitted(+2)

A lot of content for a jam game, my only complaint is that the bullet needs particles or something, because it nees feedback. really liked the robot overlord. Great entry!

Submitted(+2)

Very cool 👍

Really creative idea and the mechanics are great.

Submitted(+2)

Really fun! The glider is great. I love dropping the turrets. My one complaint would be that it felt a little too easy. Especially once you start getting some upgrades. I could just fly from island to island dropping turrets and they didn't really need my supervision or support after that.

Love the concept and think it would be really fun as a more fleshed out game! Great work!

Developer(+1)

Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it. 

Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.

Submitted

Totally understand and especially with the time crunch, it's really tough to get the game balanced right. My criticism was just my opinion. Would love to see a fully fleshed out version of this concept with scaling difficulty. Y'all did a great job!

Submitted(+2)

Not bad! Shooting and gliding both feel great!

Submitted(+2)

Nice glide mechanic - flying around the islands felt pretty neat. And interesting merge of concepts here.
Good job. 😊

Submitted(+2)

An interesting mashup of ideas. Tower-defence meets Resource-management meets FPS is a fun combination. The game was fairly easy to beat by simply placing 2 turrets around the drill and moving on, and some of the upgrades (possibly bug?) were contradictory and resulted in a purely beneficial outcome, such as turret damage +10% turret damage -5%. However, it was still quite enjoyable and the art, music and setting were very cool.

Developer

Thank you for your feedback. We went through several different iterations of the game with different mixes and matches of the mechanics. Through playtesting we found that prior versions were too difficult for players so we decided to make it easier and more accessible for the jam with a tutorial level and a relatively easy main level. There was also a scaling system that would gradually make the game harder to prevent the kind of tactic you tried but we found a major bug in it last minute and had to remove it. The upgrades system was also not completely fleshed out due to the time constraint and only one person working on it, nor was it playtested extensively.

Balancing the game was the biggest challenge when developing it; we did the best we could for the time we had but it certainly could have been better. There are some commenters who have said it was too easy and some who said it was too hard. If we went with one of the previous versions most of our commenters probably would have exclusively said the latter, so I'm glad we put a focus on ensuring everyone could grasp the mechanics rather than creating an intense and demanding challenge.

Viewing comments 47 to 28 of 47 · Next page · Last page