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A jam submission

Flimsy Bot ArenaView game page

A rough arena-like FPS.
Submitted by Nancok — 9 hours, 20 minutes before the deadline
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Flimsy Bot Arena's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#902.2983.250
Audio#981.7682.500
Overall#1022.1213.000
Visuals#1091.9452.750
Originality#1171.7682.500

Ranked from 4 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?
Only sound effects

Did you choose from one (or more) of the optional secondary themes?
I attempted to use the Resourceful theme, but i couldn't make it justice.

Does your game contain 18+ content (Nudity, Gore, Language)?
Only mechanical gore in the form of explosion.gif and a 3 piece wreckage model.

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Comments

Submitted(+1)

Nice work, I enjoyed the sound of the lazer and I thrusted up so far I couldnt see anything but white, was hoping my mech would break when it hit the ground but it's pretty tough, didn't take a scratch! Jokes aside shooting was nice and the mouse was a bit too sensitive but it was still enjoyable. With the menu UI text, it's best to avoid text over pictures, it can make it super hard to read. Good solo effort well done!

Host

Nice little mech simulator, I dig it!

Submitted

Hm. I had a bug where at some point enemies just stopped spawning. It took me a bit to realize how the game is played but it worked pretty well after that. You might want to move the camera a bit higher from the ground, as I if I looked all the way down I could get some clipping into the ground. Part of the hud at the top was also obscured, but that might be because of my resolution I think. I thought it was neat that you managed to get lock-on missiles working. One thing I want to point out is that I think the vertical boosting should at least let you keep your default horizontal moment instead of going straight up vertically.

Developer (3 edits)

There is a spawn limit at any given time, which equals 6 + (10 / difficulty). Maybe some enemies clipped out of bounds, didn't get deleted properly or maybe just hid in the level. I didn't really test the spawn limit all that much.  I just adapted one of my public libraries during the last day (and was made on a plain text editor lol).  

I completely forgot about the clipping issues, it is due to the hull being too far away from the rotation axis of the cabin

The UI MAY clip out of bounds at certain resolutions due to how the shaders work (they depend on the PoV from the camera). Just another thing i didn't get the time to make as stable as i wanted.

Submitted

This was pretty fun. Having 3 weapons to use was nice, and the flight and boost controls both worked quite nicely too. I did find it pretty easy, as even when I spawned in a whole bunch of enemies, I could kill them quickly enough, and got enough health back from the drops, that I could fairly easily stay alive. It'd be nice to see some more detailed graphics, environment, and music, even if it's just 3rd party stuff.

A few bugs to note: While I do always love seeing explosion.gif in this case it sadly wasn't animating, enemies just left behind the first frame when they died. When spawning in multiple enemies, sometimes they would fly off into the air. And also I couldnt place mines, they just weren't working for me. 

Anyways, good job!

Developer

Thanks for the feedback :). It makes fixing things way easier. 

  

I tought i had fixed the explosion.gif issue, but i had an issue importing the sprites and it broke the animation. In fact, it broke the entire code related to it, but Godot managed to mitigate it into just stopping the function in it's tracks (which may mean the enemies are not running the full death code as well) 

I did not get to see enemies fly into the air in my tests, they have the capability to fly due to being copies of the player with an AI attached onto them, but they are not supposed to use it since they do not take the player's Y position into account when trying to follow (didn't have time to test the AI with that capability so i removed it for this release).  

I think mines are missing a model, actually. Since i was using debug view i located them with the collision viewer, but i forgor to give them an actual model.

The rockets where pretty OP but i didn't want to nerf them with just a couple of hours left in the jam. It was feature freeze by then.    

As for graphics, i didn't even try, i spent so much time developing a randomly generated level (which got scrapped) that i decided to focus solely on gameplay. The level was meant to be a desolate range of snowy hills with some bunkers and bases spread among them. The level in the final game was put togheter in a day when that plan failed and it shows.  

Submitted

I should probably clarify, the enemies didn’t fly around like the player, it’s rather that if I hit the spawn enemy key multiple times in a row, a few enemies might be launched directly vertically upward at high speed, before falling back down. Might be a problem with collision, forcing solid objects out of each other can sometimes cause high velocity launches.