Unironically one of the best looking games I've played yet hahah I absolutely love this aesthetic. Always have. Reminds me of all the old DOS games I used to play as a kid. I think if I could offer any criticism, it would be that a mini map would do this game a ton of favors; especially in the second level, I found myself wandering around looking for the last few targets. I also think this game needs some juice. I would advise adding a bit of screen shake, and making the bullets just a bit chunkier. If you haven't yet, look up "the art of screen shake" on youtube for some really fantastic insight into the kinds of things I'm talking about. Overall, this was a lot of fun. Good job!
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Mecha Team Maverick's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #7 | 4.036 | 4.036 |
Overall | #12 | 4.000 | 4.000 |
Visuals | #15 | 4.286 | 4.286 |
Audio (Does not apply for Physical Games) | #18 | 3.571 | 3.571 |
Originality | #40 | 3.250 | 3.250 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
video game
Was your game made solo or in a team?
solo
Did you use any third party assets, if yes what assets did you use?
all done solo except font = Zen Dots from google fonts
Did you use choose from one of the optional secondary themes?
no :(
Does your game contain 18+ content (Nudity, Gore, Language)?
no
Comments
Thanks i'm glad you like the aesthetic ^^
Yeah the idea is that the view angle is kinda like being able to go wild on someone's rts map which is totally inspired by Brigador Mechwarrior 3050 and indeed a bit of old Dos games in the mix :p
Yeah the radar is probably what i'll add after a bit of rebalance for the weapons, said rebalance i just haven't pushed yet as i wasn't sure if it broke the jam's rules so i'll push it post jam.
Thanks for the recommended video :)
I've checked out on youtube, i suppose it's the conference one with the guy from Vlambeer, and it was indeed pretty cool and informative, so that's probably some things i'll add with the weapon rebalance to see how they feel XD
Thanks again for playing and sharing your thoughts !
I left a comment on the game page instead of here, but basically it's a fun little game and I'm impressed by the amount of custom content you made during the jam. Could use a radar or something, but overall it was fun and I cleared it :D
A great fast paced game that is super polished and fun to play, it was quite clear you put a lot of effort into all the little details. My only critique, and I'm nit picking here is the enemy AI, but that's completely understandable given the time frames, awesome work.
Thanks ! happy that you apreciate the efforts put into my entry despite its many rough spots :)
No worries it's not a nitpick it's a legit issue and here it's not entirely due to the jam's time, the thing is, i wanted to try out real pathfinding this time, but i still did not quite understood how it all works, so seeing this while jamming i made a sort of very bad and dumb compromise of an AI where it kinda has some pathfinding elements which did not work all that well (and i still don't know why), and some basic "Player is here, go B-line towards, Wall what is this concept ? me no understand."
So hat's the best i could pull off given my current knowlege XD
Really fun!!! I loved how the Vulcan let you aim in any direction, a subtle but noticeable power-up!
I loved this. It's got a nice retro pixelart style, which with the music put me in mind of early DOS or the Megadrive. It was simple to pick up but still pretty addictive; I ended up finishing the whole thing (which I was not expecting as I'm generally awful at boss battles).
I also really liked how you included the mech pilot aspect. That's something I'd originally hoped to include on mine as well, but ran out of time. It's done really nicely here, with the avatar on the UI and customised paint schemes.
Thanks happy that you liked it :)
Pretty big Megadrive fan so yeah, the influence tends to come from that for the pixel stuff XD even if here i mixed it between the old Mechwarrior game on that system, with more modern stuff like Brigador but aimed for something in between these 2 at least gameplay wise.
Cool to hear that you played it through the end !
I wanted the difficulty to be as accessible as possible to all skill levels with it still being a bit more versatile with the character stats system, originally i wanted the characters to have even more impact on gameplay like different movement speeds and all but then i came in front of the hurdle of having to figure out what minimum speed would still remain playable and considering the time for the jam plus all i had to do at this point i decided to scrap that and went for the more simplified system that's in the final release, and of course i didn't wanted to have such a system and have every character just pilot the same colored mecha so i took the hard way and decided to have a custom paint scheme for each character, and of course even in the select menu :p so i'm happy also that you like the extra effort ^^
I have to admit the game was a lot of fun, I played through the whole thing in a sitting, the power ups where one of the most fun things in the game, Would have liked the story to be integrated into the game, but I know with time constrains is difficult, the art was really good, loved the pixel art, the buildings were cool :O
Would have liked the bases to be a bit more easy to find, maybe have them laid out near the roads more often, as for the enemy ai, would be cool if had a range at which they started attacking instead of just swarming XD it led me to pile them up all in an area and finish them, also the weapons balance is a bit off, the heavy rifle is by far the strongest from the pack, and as for music and sound effects I think it still needs more work, but so far I really liked what you presented though it was fun :D
Yeah that's the one thing i still have trouble with, at least in the short timespan of a jam, is to really fully integrate story elements to my games instead of them having just a quick blurb on the page to give context to the player, but i hope i'll eventually get there :p
Glad you like the art as well ^^ i wanted to have distinct target buildings from the map layout ones and i got lucky that they turned out okay.
Agreed from all the feedback i had so far that navigation is a big issue, i think i'll probably try to patch in a radar or something but i also like the point you have about the roads, i should probably try better signposting within the leveldesign itself.
The AI ended up as the best compromise i could acheive from what i learned since i started making games, and trying some new pathfinding stuff which i frankly still didn't understand all that well, so they are dumb as bricks, however they do have range, i just tried to keep them mobile when they shoot to have them seem a bit more agressive, but yeah long story short ai is trash because i still lack some programing skills to pull off a better one at the moment :p
Weapons balance is indeed completely off, mostly due to not playtesting enough before the final release to get the proper feel of all the weapon's traits, but i have already some fixes in the works just not published cause i wasn't sure if updating during judging would break the jam's rules.
Thanks for giving my entry a go, and for your feedback :)
The vulkan seems easily the best weapon, and if you get behind the boss there doesn't seem to be anything he can do about it. This game is well done, and it's impressive that you took the time to make so many characters! There are rough bits, but the whole is good.
Yeah this thing is almost a speedrun strat disguised as a weapon in its current state :p
As for the boss, i added and tuned it a bit in the last hour or so so i didn't really took as much time as i should to make more interesting patterns, with the fact that i cobbled a small room together instead of having a better level design which would have fit better for the boss.
So yeah you can just run behind him and he'll just live his life chosing randomly between his 4 available patterns :p
For the characters i wanted to have at least as much variety as i had in a previous jam game i made, especially since this time i wanted to have them selectable by players instead of chosen randomly at spawn, and since i'm always nervous about wether or not people are gonna like my designs, it's always nice to see that so far people do ^^
Anyway.
Thanks for playing, and glad you liked the game despite the many rough spots it still has :)
Thanks for giving my game a shot :)
I'm a sucker for retro boxy looking tech so, that explains most of the designs :p
Also thanks again for allowing me to use the jam's logo for the splash screen ^^ !
Haha yeah that thing ended up quite OP but i already have some rebalance i worked on, i just didn't know if updates are allowed during judging period (cause these are not fixes on game breaking stuff) so i prefered not to push anything yet.
Dannnng that was crazy that EVERYTHING was done solo in such a short period of time. WELL DONE! I loved that there was a whole roster to choose from, and idk I just loved the way the mech turned lol. Fun stuff all around, only things I'd add are maybe some clearer indicators of where the objectives are (I spent around 8 minutes finding the last little square garrison i had to destroy lol) and pls buff Mortar. I shot like 25 rounds into one of those structures and it didn't explode! Overall though, a lovely experience.
Glad you liked the game, and the character roster ^^ which i'm always a bit nervous about cause i always have this aprehention that people are not gonna like my designs, though i have been lucky to be wrong so far :p
Haha well i'm not sure if they have something special about the way they turn but i'm glad you like this as well :p
Yeah the biggest issue i've seen so far, and i totally agree with that, the lack of any kind of indication for objectives, which i feel may have understandably discouraged some people when level 2 jumps from 5 to 18, but mostly since my wonky system counts per building and thus doesn't reflect that they are just lumped together in just 3 different areas :/
Also yep the mortar is definitively underpowered, and the vulkan ultra OP (at the moment it's almost a speedrun weapon as it can melt most things in seconds) but also some of the structures have too much HP for just static buildings. I have been already tweaking some things a bit, but just didn't publish anything yet cause i don't know if the jam allows any updates to non game breaking issues during the judging period, so i'll see whenever i can push anything.
Thanks for playing and your feedback :)
I'm squarely Team Tanya.
This was a solid experience. When I replay, I'm happy. The effort and polish were definitely noted. If you ever drop some heavy lore on this world, I'm there for it.
Haha XD
Cool to see you have found your favorite in Tanya !
(because of my poor difficulty balance, 4hp characters are not easy to play so also congrats :o)
Like i said, i did the best i could to have max polish on what content i managed to finish in time for the jam, so always nice to see people apreciate the effort ^^, now i wouldn't consider myself a good storyteller by any stretch of the word, so not sure on heavy lore but i do have some story bits in mind about this world and i want to maybe flesh this out more as i make potential future games to do so.
But if i had to sum what's there at the moment quickly i'd say it's mostly based around the "used future" 70's/80's style aesthetic, so think ships mechas and just about everything looking very boxy with some inner workings appearant, mostly cause they have seen quite some use and different owners/repairs prior, and most of the electronics run like everything still used old comodores and stuff like that (been done to death i know, but i like this kind of setting and i'd like to have my shot at it :p)
If you're curious to see another snippet of it however i sorta intended this entry to be part of the same world as one a made previously for the bullet hell jam
Anyway my rambling aside :p thanks for giving my game a shot and sharing your thoughts :)
That was super polished, great job!
The pixel art are amazing and the controls are super responsive, it was fun playing this
Liking the pixel art style and the art direction! I quite like the title screen for example. Some of the sounds have a satisfying "thunk" to them like the sound of the turrets.
Glad you like the artstyle in general, as for the title screen i wanted to try something a bit less static then some of my previous games so happy to see i didn't put in the extra effort to waste XD
Same goes for the sfx wich i spent quite some time tinkering with, i tried to have a very chunky and impactful sound for everything weapons related, though for the enemy lasers i was afraid that it could get annoying in some of the more "crowded" scenarios players can encounter while stoping around the maps ^^
Thanks for trying my game out ! And for your feedback too :)
I love the art style! And the sounds design was particularly well done. Everything had this classic retro feel.
Thanks ^^ i gave it all and did my best, so happy to see people seem to like it
Like i said to @NeoAwesomeon, i'm a sucker for retro XD
and in regards to sound design, that's the magic of the SFXR stuff packed with LMMS cause you can really tweak and finetune the sound effects and so far i've never been dissapointed :p
This was a very fun twin-stick shooter! The art was very solid, quite good for a jam game! I liked how the character select was effectively like difficulty selection. The sound design was also very nice, with everything having that retro bit chushed feel to it. Felt like I was playing a classic flash game or arcade machine!
Very good game!
Yeah i wanted to have a choice of characters but with some effect on gameplay for each, with this intent of it being kind of a discreet difficulty selection.
And i thought this would be a bit more versatile than just standard difficulty levels, so that depending on playstyles some characters would not necessarily be harder to play than others, but would just depend on how the player enjoys a starter weapon's quirks or not, and the hp amount that varied so that players who like a challenge would have few hits and players who like it more laid back could have characters with more margin for error.
Yeah i'm a sucker for retro XD so i tend to make my games like either 8/16 bit titles, or sometimes arcade or 32 bit psx 2d style cause that's what i like :p which always comes with the challenge of trying to have it look as much authentic as possible.
Thanks for playing ! And your feedback, glad that you've enjoyed the art and the game :)
Impressively well-realized! Controlled responsively and the all of the artwork managed to be clear and well-defined. Good stuff!
The art is very nice.
I like that the gameplay is light and stress-free.
Even I was able to clear it. It was fun!
I'm fond of both Mech games and Twin Stick/top down shooters, so this is very fun for me ^_^
Reminds me a bit of Synthetik, or Brigador.
Great visuals and presentation :)
Thanks happy to see that you liked it ^^
Yeah big fan of these 2 games as well, so in some way they were defeinitively an influence, especially Brigador since it is more full on mecha, but i wanted something a bit more arcad-ey so i went more action than sim :p
Thanks for playing and for your feedback :)
Really loved the art style here! Maybe with more "pixelated" ground texture it will look just perfect
It ticks all my boxes but whyyyyyyyyyyyyyyy soooooo haaaaaaaaaard :) my daughter loves it too ;)
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