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A jam submission

Mech's take the SommeView game page

Storm the famous WW1 battlefield in a giant Mech!
Submitted by Curious Dog Games — 11 hours, 40 minutes before the deadline
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Mech's take the Somme's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#214.0504.050
Overall#243.6003.600
Fun Factor#283.2003.200
Audio (Does not apply for Physical Games)#303.2503.250
Originality#303.6003.600

Ranked from 20 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?
This game was made solo.

Did you use any third party assets, if yes what assets did you use?
Unity Start Assets - third person controller, background music from PlayOnLoop.com, sound effects from FreeSound.org.

Did you use choose from one of the optional secondary themes?
No

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

I ended up stuck in the trench at the start! Lacks a bit of gameplay, I would like to see an expanded version...

Developer(+1)

Thanks for the feedback. I completely agree about the amount of gameplay, as a game jam game this was only ever intended to have a very short playtime as that's all there was time to make. That said I feel this game does have more to give with a different level design approach.

Submitted(+1)

Didn't expect to see an alternate history game, but it was great~

I really like the visuals, the colors and the models mesh very well together and help builds the atmosphere. The controls are super responsive, and the audio really suits the game. 

Great job!

Submitted

I'm glad I finally know how the tides of battle during WW1 would have been turned if one side had mechs! Nice presentation and plenty of baddies to mow down, so it was quite fun for the short duration it lasts. A bit more work on effects and this would have felt like an awesome power trip :D

One thing I would suggest for your next title is maybe to focus a bit more on the stage design if you have time, because this was a little samey everywhere, and then when I realised all I had to do was run forward at the start it was over disappointingly quickly.

Developer

Thanks some good points there, time was partially to blame but in hindsight I could have done some things better with the level design. I decided to keep the game short and achievable for the jam but I'll release a harder and longer version after the voting ends.

Submitted

absolutely loved the presentation. It felt weirdly (or appropriately) grim, especially with the music. Overall I think it was a nice little survival shooter, although I wish there was more direction, as I wasn't sure what I was supposed to be doing other than wandering around and trying to survive for as long as possible. But yeah, I had a good time with it :)

Developer

Hey thanks for playing and providing feedback. Yes I must admit that other than the initial comment about heading north in the intro, there's nothing else to indicate whether you're going in the right direction. I'll put that on the todo list.

Submitted

Finally got around to trying this and liked it a lot! The aesthetic was pretty spot-on and the combat felt responsive.

Regarding the right-click aim thing: I actually liked it, but I think for it to really click I would make the mech take longer to turn/aim, so that you can look around with quick glances normally but that right-clicking is taking the decision to re-orientate the mech.

The only other thing I would say, is I wasn't sure when I was being attacked. I think the feedback for damage / enemy firing could be beefier.

Overall, great job!

Developer(+1)

Thanks for the helpful feedback. Yes it can definitely be difficult to figure out when you're being attacked, I'm thinking about adding some sounds and particle effects when bullets strike the mech, as well as damage indicators on the HUD to let you know the direction.

Thanks for letting me know about the right click aiming, I'm a little torn now but I think I'm starting to get a plan for how I can get the best of both worlds. Rather than a click and hold to aim I'm thinking of a click to toggle meaning that you don't need to hold the button for long periods of time. Then I'm thinking to have the zoom controlled separately. Either way I think it needs a bit more play testing to find the right balance. 

Host

Really cool to get an alternative history game, the environment was beautiful and the gameplay was good!

Submitted

Atmospheres great, amazing modeling work and the first 3d game that felt propelly optermised and with smooth controls. congradulations, well done

Submitted

Pretty cool TPS and i like the Alternative history setting you made, heavy 2legged war machines with brutal trench warfare, quite badass indeed :p

While i liked the aiming system, i feel it would be nice to not be "locked out" from firing weapons when not aiming, cause in some situations its a bit hard to properly aim at close enemies with the amount of zoom the aiming adds to the view, the other thing is more of a tiny nitpick but, i think one cool detail you could add if you keep adding to the game afterwards, would be to have some heavy footstep sounds to the walkcycle to really add to the imersion, cause the rest of the sound design already does quite a good job at that.

All and all i had a good time, even though i wasn't able to push all the way through the enemy lines,

good job :)

Developer

Hey thanks for the awesome feedback, yes the aiming is likely to be changed a bit and the footstep sounds was one of those things that I kept thinking about and then promptly forgetting, should have put it on the list.

Submitted

Solid controls, good art and a good atmosphere. Good job!

I barely won. Very cool looking mech and environment. Gameplay wasn't engaging and very short. Would be a good base for a more fleshed out game.

Submitted

Great art and atmosphere with the dynamic music. The flame effects are really pretty too.

Good job!

Submitted

You created the models? Creating humans (etc) has always been something I've avoided in jams because of the complexity and work that takes. Colour me impressed by your efforts here. It was fun, great style and well put together. I didn't really care for right click to aim then fire, but that's a minor thing. Really well done.

Developer

Thanks for the feedback, yes I'm not convinced by the right click aiming either. It's something I saw in a tutorial and thought I'd give it a go but it kinda ruins the flow.

With regards to human models I must admit I cheat a little, I create and texture the model and then I use Adobe's Mixamo.com to rig and animate them. This reduces an all day task down to an hour or two.