Ha! This was fun. Super off the wall! Took me a while to get that I could only click when the choice was full - perhaps integrating that power up bar into the mouse pointer itself that's in game as it's so key, having the timer / recharge visual near the player would help - as i wouldn't have to look away all the time to the counter. :) one glimpse and i'm dead! enjoy the color pallet, very graphic, fluid motion and building crumbles add to the almost comic book / cut out feel. Everything feels almost cardboard like! I like it! Some other character options / with similar humorous scenarios i'd love to see this mechanic explored :) maybe a dive and dodge!
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MECH ATTACK SIMULATOR's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2 | 4.500 | 4.500 |
Fun Factor | #11 | 3.300 | 3.300 |
Visuals | #19 | 3.400 | 3.400 |
Overall | #19 | 3.300 | 3.300 |
Audio | #29 | 1.900 | 1.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thanks for trying it and thank you for the feedback! I'm glad you had fun and enjoyed the look, I'm not a graphic artist so it was all a bit improvised! The movement bar integrated in the pointer is a great suggestion, I'll try to implement it! Thank you for telling me what you would like to see more of from the game, that's very useful. If I decide to continue with the game further than an extra polish I'll definitely explore those ideas!
Very funny one, love the chaos of it. I agree with the other comments it could be easier but it was quick to retry so it didn't bother me. Well done!
Fun concept! I liked the whole concept of keeping the player moving the whole time and bouncing them off walls like breakout. I thought the decision paralysis bar was a bit too long for how difficult it was to navigate certain areas, but I thought the overall feeling of trying to control a panicked dude running through the street was great.
I like the concept of limited movement and bouncing off of buildings!
I have to admit I got salty when the debris from buildings would eat my jumps and direction changes. But when I wasn't being showered with debris (and when there weren't any walls blocking my view) I had a great time engaging with the puzzle of avoiding the mech effectively
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