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A jam submission

MechaccountantView game page

Battle giant mechs while avoiding spam mail.
Submitted by RedMser, Blatoy, 9joao6, exNebulis — 5 hours, 8 seconds before the deadline
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Mechaccountant's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#14.7675.000
Audio (Does not apply for Physical Games)#24.2914.500
Overall#64.1954.400
Fun Factor#113.9094.100
Visuals#124.2914.500

Ranked from 10 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?
Team: 9joao6, Blatoy, Nebulis, RedMser

Did you use any third party assets, if yes what assets did you use?
Yes (audio, textures, fonts, models), there is a list of third party assets in the game's download

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

Host

Congratulations on winning the Originality category. It really was a unique and fun concept your team developed together!

Submitted(+2)

I don't care who the IRS sends, I am not paying for that town I may or may not have leveled with missle fire. War crimes aren't war crimes if you fill in the proper return forms!

Honestly this is such a cool idea, I hope you go further with this.

Submitted

I never really got the hang of it, but I love the concept, and enjoy watching the streams of other people doing it better than me.

Submitted(+1)

Very cool and original concept! Felt like there could've been a bit more of a ramp-up time on the ensuing chaos, but it's still a fun game with some nice, unique quirkiness to it! Could be worth pursuing further after the jam ends...

Submitted (1 edit) (+1)

This is going to be one of the few games I keep from past jams I've been in.  Nice work all around.  Always love seeing fellow Godot devs as well!

Developer

Thank you!

We struggled a bit with the Godot 4 alpha, which caused some limitations, such as random crashes only in release build if the FPS weren’t limited to 60Hz. The alpha also does not support HTML5 builds yet, which we noticed too late… :( But I’m certain by the time it reaches beta a lot of the problems we had will get fixed.

How was your experience working with 3.5, any major issues on the way? With our 4 programmers sharing code + using the 3d pipeline, I assume it is a whole different world compared to a solo dev and 2d graphics! :D

Submitted

If you're not using any kind of source control I'd suspect it'd be absolute chaos organizing it with multiple coders.

I split time on 3.5 rc4 and 6.  My only issue there were some issues with other monitors while testing in fullscreen.  A regression from 3.4 perhaps, I've never encountered that before so who knows.  The only alpha I've used was like alpha 5 or 6 so quite a ways before whatever we are on now.  Beta is coming soon though so hopefully whatever crashes yall are getting on an engine level gets cleaned up by that.

Is the 3D pipeline much different from 3.4?  I have a pretty massive code base to move over once 4.0 hits stable and I kinda dread it lol.

Even if you got HTML5, I suspect performance would be vastly superior with a binary as opposed to the browser.  The stutters you guys reported getting at the beginning of the game sound like the uber shader stuff compiling but that is just a guess.

Developer

We’re using Git, but there’s a lot of “random” changes that happen when you save files even without modifying them, and those cause lots of conflicts if you don’t manually fix them (like UIDs changing, or position of nodes changing by 0.00001 etc.).

Not sure about the monitor thing, but it didn’t seem to be an issue for your submission anyway (I assume it’s a native executable thing).

3D pipeline is good in that you can now import .blend files directly without a glTF step in-between. But that importer has lots of smaller issues which make the pipeline really painful (worst one by far: having to restart the editor for changed meshes to correctly update).

Yeah, I assume performance would’ve been worse as a web build, so it allowed more complex graphical features in turn. The stutters are definitely related to shader compilation - we tried adding a shader cache scene, but for some reason those shaders didn’t get cached…

Was still a lot of fun to work with, and some of Godot 4’s changes are really worth switching for :D

Submitted (1 edit) (+1)

Those random changes sound really frustrating.  In 3.4 that happens to the project file all the time it seems.

I forgot about the .blend importer.  That'll be nice to have.

A cache scene is an interesting idea.  Ik in the current RCs of 3.5 you have to turn on the uber shader.  I don't know if that's the case in 4.0.

Good to hear you enjoyed 4 though.  I look forward to getting over to it one day.

Submitted(+1)

What sells it 100% is the fact stuff hops on your desk while your mech moves. Also Thanks for the ability to scribble of every single sheet of paper you give me hahaha

Host(+1)

Need to play this again without focusing on the chat. But the visuals and ideas behind it are stellar. Well done!