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A jam submission

DegausserView game page

A group of hackers escort a bomb on a mission to reset society in Neo-Chicago in this rouge-like real-time strategy game
Submitted by skeeeth, twaldorf, Bun Gun (@BunGunArt) — 8 hours, 36 seconds before the deadline
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Degausser's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#74.0634.063
Overall#84.0004.000
SICKNESS#104.1884.188
Sound#103.6883.688
Visuals#114.0634.063

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

God damn, when you guys brought this to the playtest i was shocked at how much y'all had gotten done in those couple weeks. Still absolutely floored, you've got so much for the amount of time put in. I love the gameplay loop, you've got that MMBN type combat going on, but with enough of your own spin that it feels fresh.

Just a couple notes, controlling 4 characters at once can be kinda taxing when everything is real time. I found myself springing for auto casts more often then not just cause it meant i had to manage fewer units. Not sure what the best solution there is though, reducing the number of units might remove some of the game's depth, maybe having some kind of rudimentary auto pilot the player could turn off/on would be neat but difficult. Could even allow the player to make adjustments while the game's paused! 

Also, i kinda wish there were either ways to revive bots mid fight or just have a surrender button haha. There were a couple times where i found myself in a situation where I knew I couldn't possibly win (like, having all my offense bots die) and wished i could have just thrown up a white flag.

It would also be nice to be able to skip weapon options, or maybe allow us to repair bots in lieu of taking a weapon? Really any kind of option to heal would be greatly appreciated.

All in all though, suuuuuuupppper solid. You've got a great base to build on here and you should absolutely keep at it, I'd love to see where this goes!

Submitted

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Submitted

Good stuff, and I love to see a take on the MMBN-style combat that feels so fresh and novel! The need to manage multiple bots at once is overwhelming at first, but once I got the hang of it a little bit, things made more sense and came together more.

I think my biggest issues playing through a few times until getting the win were that you cannot skip abilities, and that losing a bot before the last level just feels like a death sentence. It makes sense to make replacement bots have less health, but making them functionally oneshottable through shields a lot of the time feels like they don't get to play the game, especially when a lot of the time (in my experience) it's often a front row bot that dies first.

Being unable to skip abilities just makes the consistency of runs plummet though. A few of the abilities feel like they directly check synergies (like energy hog) that can be very difficult to build effectively since you have to give up a lot of utility to start utilizing a synergy, resulting in what can sometimes feel like a chicken problem (energy generation at the start means sacrificing either a lot of damage or losing shields, while the immediate benefit is pretty minor, while energy hog at the start means you're constantly out of energy).

My winning run basically just found claw, then energy converter, then claw again, then energy converter again (which let me "replace" the existing one with the new one and functionally skip an ability. And then claw is *really* good and carried me through. Claw generally feels disproportionately good, since it doesn't have energy cost, no friendly fire, and scales pretty well even if you only have one.

My only complaint about the sound is that it's too quiet! I had to turn up my system volume to hear much, but the music is great!

All in all this is awesome, and I'd love to see a version of this pushed further. The balance and variety is really impressive in these time constraints, and I think it'd be really cool to see things like ability upgrades or a more gentle introductory experience with just one or two bots to help ease into things

Submitted

This game has a lot of sauce to it. Love the ability to synergise builds and micro your units at a relatively high pace!

Jam HostSubmitted

Very neat! Great art. I love the narrative but also think it is a little long of a prelude before you get into the action. Maybe you can disperse it throughout the experience more as opposed to front loading. I also found the onboarding challenging and wish I could figure out how to play in the game without consulting the itch page instructions. Of course, we all understand the constraints of a game jam, so I get it!

Submitted

Ohhhh this scratches an MMBN Itch something fierce. TBH if you polished this up a bit and maybe made it a bit longer, you could totally sell this on steam and I'd 100% throw a couple of bucks at it. Love the intro dialogue and premise, and once I got a handle on moving and attacking, I started going to town. I really wanted to beat the game before I made my post, but I keep getting destroyed by the claw crew, even with a claw of my own. I enjoyed experimenting with the different weapon types, but I was a little bummed to realize you HAD to take one, cause that would often leave me with gaps in my strategy. If i got two attacks, I'd have to either lose some defense or replace a weapon i like with one I don't like as much or one that doesn't fit into my strategy. There were also a lot of weapons that it felt like you had to work a build around (The energy blast one or energy hog NEED energy regen or else you're a sitting duck) but given how short the game is, you don't have many chances to get to that point where you can start really building. I got the energy crank in at least 3 runs and saw NONE of the really powerful energy weapons that would have gone with it. It was also sorta frustrating if you got whittled down to your last robot and it had, like, hand crank or something and you just had to sit there and take it. On the topic of the bots, I feel like even though the bots are said to be disposable, that that I need to prioritize the bomb- I that If I lost even one bot it was over for me. Every fight having 4 enemies means that even if I lost even one, the enemy could just snowball me and I would have no way of coming back without taking serious damage myself. I feel like the robots should be revived between fights with half health no matter what, because that would encourage the player to have to pick and choose who to tank and who to protect a little better. 

I know I just said a lot of things that I would change, but that's only because I enjoyed the core of the loop so much that I really really wanna see it shine! You guys seriously have something special here! Art, music, and sound all were great and were really the cherry on top of an experience I already enjoyed. Great work ! 

Submitted

it felt really good to pull off a synergistic loadout! there seems to be so much to this, so i'm excited to continue playing and finding more combos to pull off

Submitted

This is sweet. Getting a combo off feels slick. I thought the keyboard controls might be awkward at first glance, but I got the hang of them pretty quick. 

who made the music? It's good

Developer

Trevor did! And ikr it's so good

Submitted

Game is awesome! Had my brain FULLY engaged!

Submitted

This was really fun! Love seeing the progress made since I last played it at the playtest- I love the story, setting and overall vibe of the game. Feels really rewarding when you're able to eliminate the other bots one by one. Haven't beaten it yet, but was really close! I felt like the audio was pretty quiet tho, even when I raised my computer all the way up!