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A jam submission

Attack of MechaningaleView game page

From the creators of Attack of Mechaningale
Submitted by Mellow Minds (@Mellow_gamesLOL) — 26 minutes, 44 seconds before the deadline
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Attack of Mechaningale's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#273.3643.364
Fun Factor#313.1823.182
Visuals#393.5453.545
Originality#453.3643.364
Overall#463.1823.182

Ranked from 11 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?
Octopus/It'sRealKiwiHours - Programming,Artist , Average Peppino Enjoyer - Title Screen art and character design

Did you use any third party assets, if yes what assets did you use?
I used Kevin Macleod music

Did you choose from one (or more) of the optional secondary themes?
Dragons

Does your game contain 18+ content (Nudity, Gore, Language)?
it doesn't

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Comments

Submitted(+1)

I really liked the art of this and the overall game was fun! I wish there was a little more variety, but still had fun :)

Submitted(+1)

The art had a cute, playful aesthetic to it and the core idea of having a score attack game about destroying a city works well! I think it's still rough in a few ways and a bit too straightforward, but it all functions without any huge hiccups so no major complaints.

Submitted(+1)

Ended up playing this a ton lol got my high score to be 8950! Game is surprisingly addicting and the high score at the end just made me want to play some more :) 

Submitted(+1)

The intros, art, and tutorial/controls were all incredible and made the game so approachable and enjoyable. There's a real personal touch to it. 

The gameplay loop was simple yet very compelling (my high score is 7000!), and the challenge scaled well. 

I saw no reason to stop breathing fire, so I'd rather the fire be default,  my thumb got tired. Or it would be more comfortable to breath fire when I use the arrow keys.

Host(+1)

This was fun, very satisfying to destroy the city!

Submitted(+1)

Liked the art for the game.  Would have liked to use the mouse to aim the fire but after a bit of play I was used to the controls.  Movement felt quite good kind of a nice floaty feel.  There seems to be no downside to holding down space.  Overall a nice simple game good job.  Curious what high scores people are getting to. 

Developer

Thank you for the review! There is a slight difference in speed between when you're firing and not, but I think it wasn't dramatic enough of a change to be noticeable. Will be sure to keep that in mind when updating the game. Thank you again for the feedback!

Submitted(+1)

Same feedback as AriNeonShark - lack of feedback from the game when I deal/recieve damage + sometimes, health was randomly regenerating - also lack of significant difficulty bumper as the score goes up - only helicopters (maybe 4500 score is not that high, idk) Artstyle is neat by me - simple and a little "paint-like" - with particle effects and good VFX this can turn out to be a pretty good looking game! Keep working!

Developer

Thank you for the feedback! I've realized that having the game actually get difficult after 5000 points was a slight mistake and will fix it while continuing development. 

Submitted(+1)

I've made a game similar to this (arcade base game with progressive difficulty - "Drill thrill" - you can try it and see how I approached the same problem - that game is nowhere near good, but the points system worked great - every 1000 pints (out of 10 000 that are needed to beat the game) something happened 

Submitted(+1)

Very cute and pure game. The art was kinda simple, but I actually loved it for that.

Some feedback on mechanics

  • Controls worked as expected and were responsive -- well done!
  • The guns showing when they'll shoot is A+ game design.
  • I want to know when I'm dealing damage! The enemies and building should show that they're being impacted somehow by my attacks. When I first started playing I couldn't tell if I was doing damage.
  • To make the game more challenging, give me a reason to not hold spacebar the whole time... a compromise of some sort. For example, while use the flame attack, you move 50% as fast. This would be a tradeoff between attacking and dodging bullets. Curious how that'd feel if you try it out.

Some feedback on theme:

  • I wish that it was leaning more into the Mech nature of the dragon creature. A mechanical dragon wouldn't just shoot flames, it'd have rockets, or machine guns, or something beyond just fire. Make me believe it's a mech :D

Thanks for sharing this project!

Developer

Thank you so much!! I had actually had an indicator sound for when you did damage but didn't end up keeping it because of running out of time and it being unfinished. But I plan on continuing development, so I will be sure to take your feedback into consideration while finishing it up!