Exploring the city felt great since the throttle allowed me to keep my hands off the movement keys and focus on just listening for the sound of the fire. Turning around became a bit of a difficulty, but otherwise it was all enjoyable!
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Emergency Mechanised Response's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #15 | 3.947 | 3.947 |
Visuals | #20 | 4.053 | 4.053 |
Overall | #23 | 3.632 | 3.632 |
Audio (Does not apply for Physical Games) | #29 | 3.263 | 3.263 |
Fun Factor | #30 | 3.105 | 3.105 |
Ranked from 19 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?
Videogame
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Many many, will list on entry
Did you use choose from one of the optional secondary themes?
No
Does your game contain 18+ content (Nudity, Gore, Language)?
No
Comments
Oh no I ran out of water pushing the cars around! I got 4 of the fires out and had fun stomping and spraying water everywhere sirens blazing!! Nice entry, well done
I really liked the visual style of this (I also made a similar kind of game with cell shaded graphics, so I would!) and I liked how you made the mech feel clunky and handle sort of like you would expect a big old robot to handle. Putting out fires worked well, but it would have been nice if it were a little easier to find them, or a dash mode to get around the city a bit quicker.
cool concept, and I really liked the visuals. I can't decide if I wish the mech were easier to control, or more difficult haha I think it would be more immediately satisfying if it were easier to control, but I really like the idea of a mech that is SUPER complicated to operate. I think right now it's sitting in the middle, where it's not quite arcade, and not quite simulation, if that makes sense.
I wish I'd got around to all the millions of buttons I wanted to originally hook into it to make it complicated, haha. I even had plans for a bootup sequence, and that winch on the front was not meant to be decorative, but perhaps more to follow soon! On the upside, the current one is very drivable on gamepad. Oh, and the Q/E to rotate may also make it easier, not sure (shoulder triggers on an XBox controller).
So the big thing about this game is that you control the mech’s movement with a throttle, and the water cannon’s aim with the mech’s movement. I found this do be a rather difficult system, due to not being able to move very easily, turn in place (as a mech should be able to), or aim the hose. Also, not being able to invert the mouse aim direction was very frustrating for me. So I had a difficult time with this mech.
One thing I will say is that the automatic breaking below a certain point was a very user friendly touch, and I liked being able to honk mah’ horn.
Not having some indication of where to go (minimap, waypoints, ambulances and cop cars all driving one direction) was challenging as well.
Good complete game
Yeah, you can tell the controls were originally intended to be more sophisticated but ran out of time. Hose arm was originally going to be articulated and is structurally set up to do so, but didn't make the cut.
I will say though, that the Q/E torso rotation makes up for the mech's inability to turn on the spot, but is oft-missed due to only being on the game controls page. I didn't find time for a tutorial/control map, but have learned that even a quick F1 "this is how it controls" text dump is worth the 10 minutes dev time.
Hoping to make a few more improvements post-jam, so an invert toggle on the mouse will be one of those for sure.
So the big thing about this game is that you control the mech’s movement with a throttle, and the water cannon’s aim with the mech’s movement. I found this do be a rather difficult system, due to not being able to move very easily, turn in place (as a mech should be able to), or aim the hose. Also, not being able to invert the mouse aim direction was very frustrating for me. So I had a difficult time with this mech.
One thing I will say is that the automatic breaking below a certain point was a very user friendly touch, and I liked being able to honk mah’ horn.
Not having some indication of where to go (minimap, waypoints, ambulances and cop cars all driving one direction) was challenging as well.
Good complete game
Graphically excellent, and the music is pretty good too.
The gameplay itself is a little slow.
A good solo entry, well done!
The mecha animation implementation and design was so CLEAN, and I loved the patlabor-esque music. Even though the gameplay was minimal, it was quite the aesthetic treat. Great entry!
Awesome non fighting use of mech !
I really like the overall presentation, and the very "Patlabor" type of approach, where you went for a very grounded and realistic design and also went for the extra details like the sirens and markings on the paintjob and stuff (cause even if it's a giant robot, it's still a fire response vehicle afterall XD).
I imagine it's mostly due to time constraints from the jam so totally understand it not being there, but it would have helped a lot to have some kind of radar or minimap to help navigating around the city.
The only slight negative i had with the game is the default inverted mouse, it would be nice to have the choice not to invert the vertical look, but other than that no complaints what so ever, the game feels already quite polished.
Well done :)
I like the mechanics of searching by sound. Good work overall (UI, Mecha Move, art ...)
Super cute mech! I love the addition of the little siren as well. It's fin traversing the town in the heavy mech, the controls took some getting use to but made sense once it clicked. Might benefit from the cursor being hidden/locked (i ended up clicking out of the game a couple times lol). Love the start menu too!
I liked the idea. Finding fires was a little tricky, and in general I couldn't tell if there was any way to restock water supplies or anything like that. Ran well.
A good idea and I liked the graphics, especially the mech, the material on it looked awesome. It seemed a lot of the objects in the world were missing colliders but every now and again a random one did.
Cheers for playing! Yes the whole city was a last minute asset on the final day. It was split up kind of weirdly so the things that got collision meshes were not always what I wanted (barriers for example were a nuisance; while the things like lamp posts would have been destructible if I'd have ended up with time to build them myself.
I hope to get around to playing Mechs Take the Somme in the next couple of days, looks like my kinda jam!
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