It's like if you took Armored Core, made it an FPS, and then dropped the player into an urban maze
Condor bodied me all three times I played, it's kinda funny ngl
I like it.
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Callsign: Condor's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #22 | 3.964 | 3.964 |
| Overall | #30 | 3.357 | 3.357 |
| Fun Factor | #34 | 2.893 | 2.893 |
| Audio | #38 | 2.893 | 2.893 |
| Originality | #40 | 3.250 | 3.250 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry 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?
PSX Post-processing effects = Math-Man, Mech Model and Mech locomotion animations = TryoutIndie.Dev, Skybox and ground textures = Screaming Brain Studios, SFX assets = FilmCow, Main Menu Music = Tallbeard Studios
Did you choose from one (or more) of the optional secondary themes?
Footsteps (Big stompy mech)
Does your game contain any 18+ content?
No
Comments
Wish I could put a 6/5 for fun, this was dope as hell. I love the CRT shader, really feels like it could be the last mission in some PS1 armored core game or something.
On my second run against the mad lad, condor football tackled me, and then dropkicked me into the fuckin skybox. I rocketed over the cityscape and landed behind the battlefield in an alley, and was happy to discover a placid field of greybox tiles to meditate on and collect my thoughts. I devised a strategy. I pulled up to a thin crack between two buildings and open fired.
But no.
I was the fool here.
Even behind my impenetrable shield of buildings, Condor was ready. He blasted on me with as many mags as his top rank chassis could carry, and then zipped out of view behind another building. Hours passed, until I found a downed building. I hobbled up, unable to get a visual on my former comrade. Hopping over rooftops, in the corner of my periphery, I saw the glint of the familiar chrome. He didnt look my way. Maybe he didnt see me, but... after all these trials I got to know Condor well and, I could sense something like resignation. The man was AWOL, he knew there was little in store for him regardless of whether he evades capture here. So, I walked over carefully, and, shot by shot, he didnt flinch.
Sensors showed dropping vitals in the Ace's cockpit.
Radio silence, my suspicions tacitly confirmed.
And in a flash of the muzzle, from a place out of view, it was finally over.
This is really cool! Visuals are great, love the mountains. My favourite part is seeing how long I can sneak around for without him noticing me.
I echo the comments before me: really solid 1v1 shooter. The ace is not a willy-nilly title after all XD
I liked the map, really gives you proportions on how big the mechs actually are.
The sounds are a little too loud, and once the Ace spots you, it is pretty much game over. At least for me. A minimap of some sorts would've helped a lot. Reloading takes ages for me, but the ace seems to reload in no time. Time to go back to mech school to learn how to do it better I guess :D
A solid foundation. Good luck on further development of your game!
Nice shooter with some very impressive Ai !
I really like the very “realistic” retro look with these textures that look like very low res photos, that city map is really a cool playground for a mech battle XD
The only think i didn’t like all that much visually is the CRT filter, it looks a bit too heavy i.m.o if you just tone it down a bit it would be way better.
Controls wise you should add a mouse sensitivity setting, cause the default one is going to be very hit or miss depending on players, i personally felt it was way too low considering how fast you have to react to get a few shots at the ace.
Speaking of with, like i said that AI is very impressive, it really reminded me of some of the best multiplayer bots i faced when playing solo on some arena shooters back in the day but only here they’re at their highest difficulty setting XD That guy isn’t joking around and is so hard to find / hit and it’s impressive how well he manages to flank you and goes for hit and run.
Overall solid game base, just needs a few adjustments here and there, good job :)
The game looked cool and played fine. I think there could be some potential to expand on this, but there needs to be a little more polish overall - obviously some things were hard to get to in a limited amount of time.
I think the sfx were too loud and the player dies too quickly - and I think reload time is too long for how big your magazine size it - it didn't really offer much off a strategy element since hitting the enemy didn't do too much damage. I was trying to hit them as much as I could before hitting the reload time making the battle more unfair than it needed to be. I'm not sure why there's a jump button since I never found a use case for it.
keep it up!
Hey I loved how this reminded me of the arcade game seen in that one Patlabor episode. The enemy AI movement is incredible, it's misdirecting and uses cover and weaves around! The difficulty for me was timing my aiming with the camera shakes that I love with the heavy weight of the mech. I wish the enemy had as long a reload time as we did to exploit lol. What a great game jam game, thanks for making it!
Couldn't find the enemy for a while and once you do not enough ammo to defeat them.
Nice retro look. The walk animation is good.
Wow, very nice style, 1v1 in narrow streets feels exciting. I like how mech controls feel.
Small but very cool project. I really want to see release.
The AI is very cool, it doesn't attack head-on. I managed to defeat it on my second try. It's really cool that it dodges and comes out of unexpected directions to attack.
agree that its too difficult. Once the enemy charges and gets close to you, it’s all over.
I really like the walking animation with the SFX. Definitely feels like you’re in a giant mech.
The shooting felt off, and I think it’s because the bullets are too hard to see because of the post-processing. Since they deviate from the reticle and drop over distance, it’s difficult to know where I’m shooting since I can’t really see them.
Arena mech games always remind me of Custom Robo on the Gamecube and I think this game could benefit if you just straight up copy some of the gameplay mechanics from that game. The jumping and dashing, the pod weapons, and the close range charge attacks I think would translate perfectly to your game.
Hmmmm, I might try reducing the pixelation effect then, and maybe make the "hit" explosions bigger. Or I could just make the shooting raycast based, as the distances involved aren't too crazy.
I'll check out Custom Robo and see what I can learn.
Thank you for all the feedback though, it's super helpful ❤
Great start to a game. The environments look great, the lighting feels very natural and real. The enemy AI is awesome with the dodging and shooting. It's definitely missing animations, polish, sounds (I want to hear the enemy stomping around in particular!) and the difficulty is really high right now. But it has a ton of promise and you've nailed the sense of scale and weight nicely.
Thank you ❤
I think I was maybe a little bit over ambitious with this project, which is why so much of the polish got left out 😅
Will be adding that stuff in throughout this week and will release a new version once the voting period ends.
But I'm so glad to hear that people are enjoying what's here, feels me with determination to keep going and get this finished.
Very good feeling and aesthetics. The sound and the camera movement transform FPS setting to mecha walking in the city that work really fine. But what is a quality for the feeling is a default in battle, because your mech is too slow or maybe the mecha enemy is too speed, too hard to aim and lot of armor to, that need adjustement !
You're off to a great start on this game. The weightiness and robotic feel of the mech movement is so satisfying. The player probably needs a larger magazine for ammo, I ran out constantly lol. The shooting action also could use some more feedback to the player in the form of recoil and a barrel flash, to make it more impactful.
Overall this is a great proof of concept, I can't wait to play the final game!
Loved the visuals.
Instead of sprint a boost/dash could have been nice too. The weapons could need some more additional feedback like recoild or so. And the enemy is op :) But in overall a fun experience, well done!
Thank you for the feedback ♥
These are definitely things that I'm putting on my to-do list. In fact, adding weapon animations was something I've been meaning to do for over a week now but never got around too 😅
And you're right I should change it to boosting for the player rather than sprinting, especially since I gave the enemy that behaviour. Will try to make something similar in feel to Titan combat from Titanfall.
very cool game! The sounds and feel of the mech is really nice. But i agree that the sensitivity is a bit too low, but the AI was really fun to play against, he kinda felt lika real player
Hey so this is a pretty nice game, but the sensitivity is way too low. please add an option to change it. It makes it super hard to shoot the robot, also I feel like the robot enemy itself is really cool but you have way too little health. Maybe give the player more health or add pickups around the map to give health. Though for a prototype its cool
Right, I'll add an option to change sensitivity in the start and pause menu. I slowed it down to give it more of a slow stompy mech type feel, but I also have quite a sensitive mouse as is, so the default is probably a little low for most other mouses.
I'll also increase the player's health for the full release. Was trying to balance for the 1 vs 1, but I'll be adding more enemies into the full game so it will definitely be needed. Maybe I could add a self-heal mode on the mech to either recharge health over time, or have the player activate it leaving them motionless and vulnerable while the mech is repaired 🤔
Got me thinking, so thank you very much for the feedback ♥
Right so this is just a prototype build, as I ran out of time to include anything else but a vertical slice of gameplay.
As such, it's possible to beat the whole game in about 30 seconds 😅
But the AI for the enemy is pretty unpredictable, so give it a few tries and see what results you get.
Will be expanding this after the jam to hopefully include all the features I originally wanted (Intro section, a full mission with multiple enemies and an ending).
Will also be adding in all the missing assets (missing textures, animations, models, sound effects, etc).
I'm happy to hear any feedback or suggestions for future expansion.


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