Great game!
I really dig the jumping mechanics. It reminds me of the parry system from cuphead. With the need to use it for traversal and needing quick reflexes to get the timing right I found this to be an enjoyable experience. Thank you for the game!
Play game
The Cog with no Machine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #4 | 4.333 | 4.333 |
Enjoyment | #5 | 4.067 | 4.067 |
Overall | #5 | 4.117 | 4.117 |
Execution | #7 | 4.000 | 4.000 |
Sensory | #12 | 4.067 | 4.067 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Rhett Pilcher, Joshua "Retro Indie Josh" McLean, EdgarKingMaker, Hovig Sarkissian, Anivette Wong, MystryxArt, Draco_volt, Andrew Hernandez
External assets
Craftpix.net: Power Station, Exclusion Zone, Industrial Zone/Industrial Zone bosses and enemies -- 0x72: Industrial Tileset -- Kevin Macleod: Local Forecast - Elevator -- AStar Pathfinding
Comments
I really loved how unique the mechanics of this game felt! All of the functionality with the cog felt really fresh and was super fun to interact with. Being able to "parry" enemies by activating before hitting them put a really interesting twist on normal enemy combat. Parrying projectiles especially was really fun and encouraged me to try to solve puzzles in ways I felt like I wasn't intended to, which I always enjoy. I also greatly enjoyed the sprite work and thought the narrative elements were placed very tastefully and carefully. I did feel like some of the platforming sections were a bit difficult due to how fast the player moved when launched by certain arrow orbs, on top of the intense screen shake that activating these orbs created. I think tweaking how these mechanics work could make these segments feel a lot cleaner. Great work overall though, really great polish on the project and super fun! Thanks for sharing!
Nice and polished game!!
The game also has a long playtime
Just feels like the controls get a bit complicated at the end
Great game! This is really well put together and unique. The level design is thoughtful and expansive. The visuals are well done, and I particularly like the sound effects. There is a good amount of backtracking and abilities to collect. I found myself become lost or hitting a wall pretty often. I was unable to finish the game because I may have missed an ability or path. The platformer is a bit difficult, especially the wall-climb nodes. I suggest tuning this mechanic in an update. Overall, I had fun with this one. Great Job!
I've just played the game and I loved absolutely all of it so far!
This one is really big for a jam game. And considering the size of your team you have a really good cooperation. Honors to the whole team and your team manager! If you have one =)
I kinda loved everything about this game and don't really have smth to complain about. Visuals, music and sfx feels good. And mechanics are fresh.
The only minor thing is that I was a bit overwhelmed with the number of different enemies, interactibles and vast areas. So I got lost at first. I even felt like the game is not finished and all those levers and sword-hittable points are not working. But then I found my way to the first ability I got how finished and polished it acutally is. Thank you for this cool experience!
I will definitely finish this one
10/10
I like the unique movement mechanics, though the parkour with it can be a bit too difficult at times. Using the full screen button does not seem to stretch the canvas properly in either Firefox or Chrome, so I had to use inspect element and modify the inline CSS of the canvas element, but that is more of a technical issue (for which I found a workaround).
The art is amazingly put together, well done! :)
This was fantastic! Movement and attacks require some getting used to, but it all flows so well once you get the hang of it. Good thing you provided a map, as it made backtracking and locating my next objectives much faster. Nice art and music, too.
Time trials were fun and challenging, but I was a bit bummed to find out that the reward for at least one of them was a cosmetic item, instead of something actually useful. Also, a couple of sections that required teleporting (I think in the very same area where you acquire said ability) could have used a zoom-out to make it easier to see where I would be teleporting to. Lastly, the whole screen continuously flashing red when at low health was a bit jarring. Something more discreet, like making only the health bar (or the character sprite) flash red, would’ve been better imho.
Anyway, this was definitely one of my favorites. Nice job!
Great entry! Very unique mechanics and fun bosses. Maybe it was a bit weird that you could absorb the projectiles healing yourself without any limits but the final boss was quite challenging even with that. On my final try I got it down after destroying the four weak points just once though. Even though health usually wasn't a problem, I would have added that the save points would always heal you, even if you visit an already activated one again. I had fun here overall, the mechanics took some time to get used to but I think I mastered them in the end.
Nice! Enjoyed the way you approached the challenges and obstacles with intentionality.
So this is what happens when you use the whole month to make a game with a whole team. Wow, this feels like an actual game that would be on the market. At first I wasn't invested in the story and only skimmed through the dialogue, but after reading log #6 (because it was so hard to get to) I realized that I had to go back and read every log. The story was incredible and the gameplay was innovative and awesome. There was a bit of an issue of being able to rapidly spam the spin button to auto parry/rapidly damage opponents, and most of the launchers would send the player a single tile too far to where one really needs to spam the parry in order to use them. But those are just nitpicks, this game is a work of art!
really well done on this. it's got great feeling platforming for such a short jam and the main mechanic of bouncing on things worked better than i would've expected. it managed to have a lot of clearly telegraphed challenge as well. i liked the bolts being used to upgrade the character but wasn't a huge fan of returning to a random point on the map to use them. maybe having the big robot head at a more central location that could be used as a hub? it would have also given a cool reveal a little way into the game as a hook. in general the art looked great throughout and there was a lot of it, but i feel like i had a hard time getting a grip on the shape of a room because of how much there was and how most rooms were laid out very similarly. sort of the difference between axiom verge and something like hollow knight. i think that's more of a polish thing and would just take way more time than a jam gives you. all told it was a lot of fun! i'd be very surprised if this wasn't at least top 5.
Love the art style and character design.
Some jumps are very tricky, but the moving mechanism is very interesting
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