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Armor Havok's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio (Does not apply for Physical Games) | #20 | 3.500 | 3.500 |
Overall | #32 | 3.286 | 3.286 |
Visuals | #38 | 3.571 | 3.571 |
Fun Factor | #45 | 2.929 | 2.929 |
Originality | #64 | 2.750 | 2.750 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- The real victory in the design of this game is the changing reticle when you get a new weapon. What an efficient and seamless way to communicate to the player that their weapon has changed. There are some things we would rework in this game such as the damage output on the sniper rifle and the attack patterns in the boss battles. Overall, the game is really very easy. That's probably better than it being too hard at least for game jam purposes, but if even casuals like us can just breeze through you should maybe be asking where the challenge and/or strategy lies in your design. Love that retro music. Lots of game here for just 2 weeks of development time. Good work.
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?
mech jam 3 logo, genny soundfont for LMMS, Orbitron font from Google fonts
Did you use choose from one of the optional secondary themes?
retro
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
I particularly love the megadrive sound chip style to the music, it fits perfectly. The walk cycle doesn't quite look right, but it doesn't really detract by much (and they're hard to sync right). Overall, a solid entry!
Thanks Centauri :)
Well most of the merit of that megadrive sound goes to the VST i used which has a bunch of all the cool instruments like in those old games :p
Yeah walk cycle was a bit of a gamble this time, i tried some "puppet" style animation which i never tried before in the engine so i tried my best, plus the player mechs wlak cycle is an attempt at replicating the walk cycle seen in cybernator but where i suppose they used sheet animation probably.
Glad you liked it though ^^
Very nice visuals. Controls felt really good to me and so did the level layouts. I had a lot of fun playing it. This might be weird, but I especially thought the HUD was really nice - just very concise and well laid out for reading quickly when glancing up. Great work!
Thanks for playing :)
Glad you liked the levels as well cause i did make them a bit hastely i gotta admit, but i still tried to put some care to them :p
Haha well i tend to also be kinda driven towards some of the smaller details in game so it's not weird in my book, and i'm happy you like the effort that went into the Hud, i wanted to have something that wouldn'd obstruct too much of the view but still have some interesting layout for the usefull info as well as the more "setdressing" less usefull stuff like the pilot portrait and weapon icon to also immerse the player a bit to what would the interface of the mechs would be like XD
Very nice game! I like the fact that not all the guns just shoot perfectly straight. I'm impressed with the amount of levels you stuck in too. Only real criticisms I could give is that maybe the player could take more damage (it seemed to me no matter what you were hit by it would only deal one damage per projectile... may be wrong on that though) and the boss could use some variety in its attacks. As long as you stand under its gun it only really hits you once every five seconds or so. But great job! Things like story and star fox esque dialogue could only make this game better!
Thanks for giving my game a spin, glad you liked it !
Yep i thought this would be a nice detail to have the gun have some randomness to them to spice things up but still have some sort of coherence for weapons where i feel it wouldn't make as much sense or be too unpredictable like the laser or rockets
For the jam build i didn't make much of a damage model so you're not wrong everything does indeed do only 1 damage, that was cause i wanted to adjust it later but since i had to publish a bit early to not miss the deadline due to personal stuff i was short on time to adjust or add more stuff in the end, hopefully i'll find some time to do so post jam ^^
The bosses are a bit of the same reason but paired with the fact that i still don't know how to make good enough pattern AI in the engine so here i made a sorta servicable - ish one that all the bosses share, and they just have different weapons to have a bit more variety to an admitedly quite boring fight ^^' but i think i'll get ehre eventually along jams, cause i know i did some things better here than in some past bosses i tried so it's a start XD
Yeah that is something i'd love to have, cause even if i'm not that great at stories i still have something in mind for some games, and i totally have Starfox in the back of my head when envisioning a bit more story with these types of characters :p i just think that realistically i could pull this off mostly on post jam content, cause there's only so much i can do in such short time :)
Yeah, something like this would definitely fit in on the Genesis. It plays and controls fine with no problems. I think the back layer definitely needs to have some parallax though. It kind of sticks out when it has no movement compared to the two layers in front of it.
Thanks for giving my entry a try ^^
Yeah the genesis made quite an impact on me back in the day and i've always liked its sound, so i was happy to have found a soundfont that would help me make the most legit sounding tunes as possible :p
The thing is that the very back of the background layer is indeed fixed except for the cloud that constantly move (but a bit too slowly to be noticable maybe) but there is a layer of parallax in front of that, it's just that because of how i made the levels and tuned the parallax layer node it doesn't seem to be all that visible appart at certain heights in certain stages :(
This was a lot of fun, it reminds me of some of the pixel platformers I played on PC back in the 90s. Just with the additions of mechs and bullets. xD
Thanks ^^ glad this reminded you of old PC games, hopefully some good ones XD
I got a character who couldn't aim if their life depended on it, but that came in handy when the boss was covering the entire gun spread :D also, the boss couldn't hit me bacause of a too limited fire range. But the game is a bit of fun nonetheless, and weapons upgrades help keepeing it enjoyable. Good work
Haha well characters are supposed to aim all the same so i supposed you picked one with a starting weapon that has a lot of spread XD
Glad you liked the game still ^^
Thanks for giving it a shot :)
I like the pixel work, even if the level tiles are very samey looking and repeated without much variation. The mechs look good too, but the walk cycle feels a bit off in my opinion, just a bit too slow? I'm not sure. I personally would just like a bit more mobility too gameplay wise. Maybe some more impact on landing or killing bosses i.e. "juice"/"game feel"? The inclusion of different characters with different starter weapons While I haven't played them, but seen them, this reminds me of those 2D side scrolling mech games you'd see on old consoles like Cybernator for example. I did get some slowdown too, weird but not sure if it's the browser (I'm using firefox), I know it's not my PC's hardware for sure though. But good work regardless! (If you got two notifications or see two comments Itch.io bugged and double posted. I deleted the other one but not sure if it's "fixed" :/)
Yeah i've still not managed to make tilesets that don't look super repetitive, even if this time i tried to have a bit more than just 2 blocks and a single color per block :(
The animations i sorta tried to calibrate for the player speed but couldn't find a speed that fitted exactly but i'll probably tweak it since if i get some time for post jam stuff i'll up the game's pace so that means the animations too, hopefully for the better :p and i hope this'll address the mobility isues as well, for the game feel/juice, that's something i didn't manage to have much for the jam build but i'll try to add a bit more oomph post jam.
The Cybernator/Valken series of games was a direct inspiration while making this ^^ Even the walk cycle is an attempt at doing a similar animation but with a bit more fluid "puppet" animation type instead of a set spritesheet animation.
Yep the slowdown is a bit of a headache cause i didn't manage to find what is causing it :/ but i'm almost sure it is still something about the html build i just don't know what, hopefully i can find the issue and fix this.
Glad you liked what's there anyway despite the tech issues, and no worries there's only one message from what i see plus double posts can happen on itch.io, i know i've had my fair share of double posts from time to time :p
Nice! Good job with the walking animations, and the fast-paced music fit the retro theme well.
Thanks ! Happy you liked the animations and music, i tried to have the retro style feel as authentic as i could :)
My experience with this was not fun at all x3. I don't know if this is just me but the lag I faced was really bad, like it almost made my head spin. The music also sounded bad probably due to the lag I faced. The game was running fine at the beginning of the game, but as soon as I started the level, it starts lagging like hell. You probably need to work on optimization of your game x3.
I'm sorry you didn't have a good experience trying out my entry due to technical issues.
I still lack experience on the optimization front, so i'm not sure what i could have done wrong that could be so taxing on the performance, i'll look into that to see if i can find what caused this.
Not sure either but maybe this could ba a browser thing, cause i know sometimes some games seem to work better in some browsers than others.
Sorry again for the inconvenience :(
Nice how much you managed to do solo in those two weeks! The music, the graphics and of course the programming. It reminds me of a retro Genesis game like Shadow Dancer, both visually and musically.
I do think the levels were a bit repetitive. The level layouts were new, but the bosses were the same (just a different weapon) and the enemies didn't change much either.
Overall I'm still impressed with what you managed to pull off in such a short time!
PS: I love how you can pick your character at the start, especially the furry ones!
Thanks Liam !
Well i did get a bit of a workflow down since i started a few years back, so some things i learned how to do a bit faster, this particular time i managed to learn a tiny bit about shaders, to be able to code a small palette shader for the jam, so this helped me save a lot of time compared to last time where all my Mechs were recolored in Gimp and rendered as their own sprite sheets o_o, also this time there's also a lot of sprite recycling... so much recycling :p
Yeah i've always liked the genesis and the energy in some of its games, and since i found a nice VST that could do decent genesis instruments in LMMS i've started using it a bit more often ^^ Though i must admit i didn't have Shadow dancer in mind when i made these tracks haha.
Levels were made a bit hastily and randomly, if you're curious i've explained a bit of the "process" to a fellow jammer who asked, plus i'm not that good at level design i've seen that along jams, though this time i still consider a personal victory that i managed to make a non convoluted and confusing level :p and a bit of the same for bosses, i haven't found a whole lot of good ways to make patterns that wouldn't require a lot of code and time so i've stiched some basic stuff together and made only one here for time's sake, and relied on the fact that i made a weapon system where i could just easily change the weapon even if the boss was the same, so pretty bad, but i rolled with it for the jam ^^'
Happy that you like the character choice, i've been having these rosters in a few past games and i always throw a few furs in there :)
Really awesome job, it felt like a full game experience! It was great that you got to pick your pilot and how it changed your mech color and initial weapon, made you feel more attached to your mech since you picked the pilot yourself :) It was fun too being able to try out different weapons so it made each level play slightly differently based on what weapon you had. The boss fights were fun, the bullet spray pattern of the last boss made it feel like a pretty intense fight which was a good end to the game. Art was really well done as well! Overall a great game, good job! :D
Thanks a lot i'm glad you seemed to have enjoyed my game this much :)
It's been a few sci fi games i made where i wanted to keep having a character roster associated with the mechs/ships etc... of the game to help give it a bit more character, with also the intent of having players be able to choose their favorite from the roster, so i'm happy that you liked that aspect XD
For the weapons i wanted to have a bigger weapon variety than i did last Mech Jam especially since i wanted to have the Mechs to have a bit more humanoid stances.
Haha well the boss fights i did the best i could since i'm still not all that great at making decent enemy or pattern AI but the fact that i was able to have them use the same modular weapons kinda helped spicing things up and add variety i guess :p And yeah considering the volume of fire that weapon has, of course i was gonna give it to the last boss :D
I was reminded of the early Megaman games while I played, nice work. I'd also say you also have one of the better itch pages I've seen so far.
Thanks for giving my game a shot, glad you like it ^^
Haha well it has robots so that can compare in a way, though funnily enough, even if i like megaman games, here it wasn't one of the inspirations XD but i'm happy that it still managed to take you back to these classics!
Well thanks again ! I just tried to have some nice cover art every time a made a game so i didn't think it was anything much ^^' but i'm glad you think so highly of my page :)
wow! this is a splendid effort. you took me back to my contra days. I am waiting for your devlog now so i can try making atleast one such level.
Haha thanks ^^ glad you apreciate the efforts (though not sure if they deserve to be called spendid :p)
Well can't go wrong with some contra inspiration, as my avatar betrays that XD
When it comes to devlog i usually make some when i push post jam updates but i've never really went into all that much explainations on my dev process, usually cause i didn't have much time to document along the way while making cause i'm doing everything myself ^^'
What i can say for level design though is that it's not as focused and planned out as you might expect, in this case here it was even a bit random how i made them, main thing is that i set a sort of general size for the whole area of the level, then decide where are the start and end, then started making a sort of path between the start and end and decorate a bit randomly as the level making goes, and onece everything is in place i place enemies and powerups and adjust accordingly if some things don't go too well etc..
And that's pretty much it, not sure if it helps but yep that's how i kinda did it on this one :p
I liked the music and the visuals. The dudes firing rocket launchers backwards over their shoulders were cool, despite being pesky company goons. The gameplay was a bit slow as the maps were too big for the mech speed, it was also a bit too easy, especially the bosses. But overall pretty good.
Thanks a lot really happy you like the music and spritework :)
Funny thing about the larger mechs that shoot over the shoulders, it is technically a bit of an unexpected glitch, but when i tested i also though it looked kinda cool and gave these enemy types a distinctive fun quirk, so i kept it in :p
The speed was something i wasn't really sure about so i made the game a bit slow (and i'll admit in retrospect too slow especially since everybody so farrequested a speed boost)
Difficulty wise i tend to make my games on the easy side but, concering the bosses this is totally on me for not being all that great yet at Boss AI, so here all bosses have the same AI pattern both due to my lacking knowlege and poor time management XD hopefully i just added a bit of variety thanks to the weapon systems, hopefully through perseverence i'll figure out more interesting ways to make bosses in my games down the line.
Thanks again for trying my entry, and your comment :)
This is tons of fun. Fantastic 16-bit era vibes to it! It's great to see another MechJam entry from you PixelMetalWolf!
Thanks Dungeon :)
I had tons of fun last jam so i was really hyped to participate again this time ^^
Glad you liked the game, 16 bit is my jam so i'm glad i could deliver on that front XD
Love all the mech designs and variety of weapons! Some parts of the level feel kind of slow because of the player speed, but overall the level design is great. I like it!
Thanks !
Glad you liked it, yeah from feedback so far speed has been requested quite a bit so if i get some time for post jam work i'll definitively up the pace a bit ^^
Glad you liked the level design as well, cause for jams i always make levels so randomly i'm always affraid they're going to be really boring and such, cause i know i've been making some very confusing levels in the past and i'm trying to change that even if old habits die hard as they say :p
Liked that the pixel art was on the higher resolution side of the spectrum and that there was a good amount of weapon variety, with each feeling distinct. There's also a lot of content here for just two weeks! Impressive you did everything yourself!
Bosses were a bit easy, but it was a nice change of pace to have one at the end of the levels regardless. Also thinking myself, the bullets, and the enemies could all have moved a bit faster and it would have matched the style and design of the game a bit better, but maybe that's just me really wanting to run and gun, haha.
Haha ! Yeah i tend to want a bit of detail in my sprites (and probably too much at times cause they do get a bit on the noisey side) so i tend to not be at ease if i go too low res ^^'
I wanted to have as much variety as i could to keep the weapons interesting so i'm glad people seem to like it so far :p and everything i indeed did myself, though there's a lot of sprite recycling and such as smoke and mirrors to make that variety happen or more accurately i should say duct tape and a lot of "nothing to see here please don't pay attention to these obviously recycled sprites" signs XD and also the fact i finally learned enough about shaders to actually try and use them in a jam (though i still find shader language way harder and nonsensical than the engine's language :p)
Yeah i sorta wanted since a few past jams to at least have one boss in game, though i still struggle to find a good way to do patterns, so that's why it's a bit on the easy side and not all that interesting to fight :(
I think i'll definitively try and up the gameplay pace post jam if i get the time to do so.
Thanks for giving my entry a try, and for your comment :)
There's an impressive amount of content in this game, especially considering the two-week jam! There's multiple levels, bosses and a wide weapon variety, nice!
My favorite gameplay moments were when I could jump around to doge bullets. Something about the wide weapon spread, new weapon pickups and slow projectiles makes this feel a bit bullet-hell-like in a good way. To lean into that I think that a less health and a smaller, faster moving player could really tie things together :) The fast-paced music really helps keep the game feeling intense at all points too!
Thanks ^^
Well i'm starting to have a bit of a workflow down, so i can manage to do some things a bit faster by now (though i'd still consider myself a bit slow :p) so it helps to have time for more content.
While i haven't made it full bullet hell style i defenitively wanted to capture a bit of that intensity but without having that much of a brutal difficulty curve, hence the fact that most weapons have some fast firerates. fun thingh though the "slow projectiles" were intended to be slower at some point for the enemies, cause i wasn't sure how the difficulty would turn out, but apparently people seem to want faster bullers so i might try that post jam XD And i'll definitively boost player speed a bit as well.
Yeah the music kinda reflects the level of intensity i wanted the game to have, but that the gameplay doesn't quite reach just yet in the current state, but hopefully i'll get it there.
Thanks again for playing and for your kind words :)
Fun game, do you plan to continue working on this? I would request the player to be able to move a little bit faster :)
Thanks for giving my game a shot, glad you liked it !
I think i'll probably add a bit to it post jam if i can ^^
Yeah the player speed seem to be a bit slow, i was affraid that if i made the mech too fast the game would be to hectic but i might try to change that just to see how it goes :)
Fun little game! Really enjoyed the music and the old school platformer feel.
Thanks ! Happy that you liked it ^^
i did the best i could, and that include the music, cause i know some jams i had a bit rougher tracks with shorter loops due to making them almost last minute, so i didn't wanted to make the same mistake XD