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Iron Frontier's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio (Does not apply for Physical Games) | #7 | 4.000 | 4.000 |
Fun Factor | #16 | 3.615 | 3.615 |
Overall | #17 | 3.769 | 3.769 |
Visuals | #19 | 4.077 | 4.077 |
Originality | #29 | 3.615 | 3.615 |
Ranked from 13 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?
Game master audio sound effects
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
The FPS mechanics were super polished so it feels great to play, and the visuals are very atmospheric with a nice consistent low-poly feel. And I think you chose a really unique approach to incorporating mechs that makes it complements the tower defense playstyle.
Given that all the art AND gameplay was created solo I'm not surprised there were some unfinished assets but that's the nature of game jams, no points off for that. It feels great to play and I'd love to see it fleshed out.
The friendly mech and fighting on foot combined with the movement options made me think of titanfall and I like having a friendly to fight with. I like the misty atmosphere of the environment. As well as running out of time for a tutorial, I'm assuming you ran out of time for some visuals too since the mech has no animation, many objects are just cubes etc.? As someone else mentioned, I did notice how enemies would run away and disengage after shooting at me a bit, is that a bug or working as intended? But I did like the gunplay, the weapon sounds are satisfying, with the shots sounding impactful and the mechanical noises pleasing. It'd be interesting to see this fleshed out with more polish, enemy types etc.!
This is really ambitious and I wanted to play it properly, but for some reason no enemy waves were ever spawned. I could climb on the mech and move around on and shoot etc. but no enemies ever appeared. I wandered around the stage a bit but couldn't find anything other than turrent installation points, but I didn't have enough ore to place anything. What did I miss?
ahhhh sorry! I didn't have time for a proper tutorial. You have to find and build the ore collector before any enemies will spawn. It basically just looks like a big ghost cube before you build it (like the turrets except bigger) and it can be in one of three locations.
So I very much enjoyed playing this one, it has tons of great atmosphere (even with cubes as enemies!) and very satisfying feedback for firing and so on. The mech is rightly the best part; I love its look but even more so I love how dependable it is. You can tell it to go do things and it does so very capably, but of course riding it is even more fun. I do wonder if the tap duration for a move order could be a tiiiiny bit longer; I found my natural tap duration too sluggish and a lot of the time it took it as a "look at" order instead, which I felt was less commonly needed.
Also liked how some enemies tried to preserve their vulnerable (I think?) red spot by turning away. Didn't seem to make them slower, but I presume they can't fire while doing so. I liked the tactical choice of focusing on destroying one at a time or spraying an area to make multiple go on the defensive.
Sound design here is great, well worth playing with headphones. Shots, reloads, beeps, all sound spot-on. Turning on the search lamp, I could even hear the hum of the bulb; that's a really nice detail that goes into making the atmosphere so compelling.
I'd love to see this with more distinctive models for turrets, extractors and enemies.
thank you! yeah this is something I think I'll continue to develop, so you'll definitely see more in the future.
as for the command button sensitivity - it's funny - it used to be longer, but I ended up shortening it at the last minute because I thought it felt too sluggish haha I guess I went too far in the other direction x)
The shooting feels fantastic!
Been looking forward to this one after seeing all your development in the discord! Great atmosphere from the outset. The grapple hook is so fun and so intuitive! Feels great to use. The sound effects are really good too. I could see it extended with different enemy types, the option to try and manage more ore collectors at once (risk vs reward) and player upgrades to buy.
Really great work though! Awesome.
So the presentation and the visuals and all are pretty good on this one.
I also like the fact that you can point your mech ally at the tap of a button and if you jump on top of it you can use the turret manually, these plus the grappling hook alone are some pretty impressive features to have for a jam game.
Unfortunately some negative aspects :( , though they're not really with the game but more with technical stuff.
The game seemed to lag a bit, and even with the low sensitivity build, i found that the mouse sensitivity is way too crazy, not sure what could be done for the performance side but i think for the mouse you'd have to have a sensitivity slider or something equivalent so that people can adjust it manually according to their preference.
Now this aside the game looks like a solid quality concept, and i like the gun's design with a usable sight and ammo counter on the gun itself rather than in ui, and the mech's design as well as it's heavy engine sound once you activate it.
Too bad about the tech issues but still seems like a cool game to me, so well done regardless :)
thanks for the feedback! yeah I definitely intended to add a sensitivity slider but ran out of time. The performance was also something I struggled with quite a bit in the end game; it used to be waaaaaay worse, but I recognize there's still a lot that can be done to speed it up. This is something I'll be continuing to work on over time (the intent is to actually turn this into a full game) so all of that will hopefully be addressed with time :)
There was a lot of good stuff in there from the look and atmosphere, and some nice polish around the weapon, but the enemies just felt a bit flat. You probably could have forgotten about buying and building stuff and just focused more on the combat. But all round it has good potential to grow into something good.
Neat concept to have the mech watch your back while you're working. Liked the heavy atmosphere.
The gun feel and sound design are so, crisp. I don't know how else to describe it XD
And the atmosphere. Really great atmosphere. Controls felt good, and using the mech was a whole lot of fun!