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MECHA BEAT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #3 | 4.389 | 4.389 |
| Audio | #3 | 4.278 | 4.278 |
| Visuals | #3 | 4.667 | 4.667 |
| Overall | #10 | 3.944 | 3.944 |
| Fun Factor | #25 | 3.111 | 3.111 |
Ranked from 18 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?
Some sci-fi textures from Ilexandro (DeviantArt) and some explosion sprites from BDragon1727 (itch.io)
Did you choose from one (or more) of the optional secondary themes?
I chose "Insects" to loosely inspire the mech designs. The main character's wings are supposed to be like a butterfly and the enemies are all ant-themed.
Does your game contain any 18+ content?
nope
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Comments
Gotta echo some of the others here. I really really wanted to like this.
I mean, it's all there. The game looks incredible, the mech design is awesome, the UI's good, the music is great, and it's all animated really well.
To do all of this yourself in just two weeks is mind-boggling, the rooms are even randomised!
But the gameplay itself is just really frustrating. It took me awhile to figure out the combat system, but even once I did, I was still struggling. There's just so much going on, I'd parry the incoming shots and time my attacks perfectly, but miss because I wasn't at the exact perfect range I needed to be at. Sometimes I'd manage to chase the enemies down and keep track of them as they circled around me, but couldn't then also get the timing for the attacks right, meaning I was just awkwardly staring at them.
I never even got to the part of using the specials, I think my brain would have exploded if I had to factor in another system.
In my opinion, the rhythm mechanics are holding the game back. If you want to keep full 3d movement, I'd drop the rhythm mechanics and just turn this into a character action game. Make the parry timing based on "tells" from the enemies and allow the player to attack whenever they want. You can then give the enemies more movement options, so the challenge becomes blocking their attacks while chasing them down. Just gives the player one less thing to worry about.
Still, I really hope to see more of this, as I think this is a great start to what could be a great game. Well done!
Man, I really wanted to like this game. It has great concept and the visual polish is clearly there and appealing. but I just couldn't play the game.
here's my thoughts:
I think that the implementation of the rhythm part can be much better - at its current state it doesn't really work for me. I would also die extremely fast - so after giving it a few tries, I just couldn't get past the first battle. My main issue is that there are too many things to manage all at once and it gets overwhelming. I'm trying to navigate to an enemy, while trying to dodge lasers, while trying to hit the beats when to hit them. Also to mention, the enemies are always trying to move away from you so you're caught trying to constantly chase them down.
I think something here needs to be automated - for instance, the player will move to an enemy and strike them automatically when they land a hit on beat. Something like that . It's just too much for me in its current state.
Hopefully you'll improve on this! Good luck.
Thanks for the feedback!
The graphics are wonderful, but I am going to really have to practise with this game to get used to it. If you ever update it would be nice to have a way to skip the intro, it can get a little tedious if you are as bad at the game as I am haha.
Appreciate it! Yeah the intro is a little annoying I'll improve it
Really cool. Took me a few tries to 'get it' but it was pretty fun and cool once I did. Love the visuals and vibe in general, it's got a very strong look and feel, one of the coolest I've seen so far in the jam!
Thanks!
Love the game! Really cool concept, and would be down to see it as a full game!
My biggest frustration is dealing with the fire ants and the enemies further. Mainly because the parry system really messed me up for not being as good at it. However, the game sort of changed with the fire ants causing me to realize that I could attack/parry/attack during one of the fire ants attacks making it feel like a strange use of movement to approach enemies in a different way.
As someone who plays a lot of rhythm games, this game was actually really hard because of some of the attacks, target prioritizing, and playing really defensive. To me, it really feels like the dark souls of rhythm game in a way (idk if i can compare mechanically to armored core, i never played it)
This game was so good, that I even organized a Windows laptop, just to play it! So please add a Linux build for this (and the next ones) :)
I had a blast playing it. The movement was nice. Soundtrack was on point, I had no problems with keeping the beat for the actions.
One minor thing: it was hard identifying the enemies once you're close. In the distance, the glow red, which is really nice, but upfront, it got really hard. The strategy was to wait for their attack so you can see where it came from.
Love the PSX esthetic and the SNES like title intro.
Producing something like this in two weeks is absolutely stunning! Keep up the good work.
Thanks for the feedback! I'll improve the visual clarity of the enemies for sure
Well made game but the beat timings was just too strict to hit good chains, I could only ever get 3 in a row and I'm sure that was just luck, making the time to hit the beat more lose would be a major benefit (at least for an easy mode). A metronome or a track that's to the beat would help a lot kinda like hi fi rush. Looking at the beat bar trying to time it is counter intuitive to combat so having those audio cues would be nice. Also having the beat bar flash a different color when it's time to hit instead of that bounce animation would also be great at indicating when to hit. An in range/on target attack indicator on the crossair would be helpful too, it's hard to get a good judge if an attack will hit. Lastly, the enemy count at the start is simply too overwhelming, having a cluster of say 2-3 max at the start and going from there would be great at get players used to the combat without the frustration. A well crafted game here just needs those refinements to start flying!
Thanks for the feedback! I agree on all your points I'll make some small changes
The timing mechanic is fun. but flying around and trying to position yourself close enough to enemies to damage them is not.
The UI takes up a lot of screen space as does the character and the enemies are so small, and their colors so similar to the environment that it’s really hard to track them.
I found that the best strategy is to just start spamming the attack before floating into a group of enemies and flailing the mouse around hoping I hit something.
After playing a while I was able to consistently attack on beat without looking at the meter, but I still ended up having to stare at it because there’s no other indication that an enemy is about to attack. Maybe you should try decoupling the enemy attack indicators from the beat meter and include some markers that show an enemy is about to attack even when they’re off screen, like ship tracking markers in space combat games.
Overall very impressive entry, but gameplay needs some tweaking to be more approachable. Great job on this!
Thanks! Yes some tweaks are in order
This is really hard from all the stuff you have to keep track and I suck at it of but it's also by far by the most impressive submission I've seen so far. For a two week solo project this is insane polished
Thanks so much! Yeah it can be a bit overwhelming I'll tweak it
In two weeks?? HOW
Love the visuals, but i totally suck at rhythm games
The game is very nicely done, I'm very impressed! The gameplay is very nice even though i kind suck at it. The only real issue I think is that the player is forced to always look at the bar and never really get a chance to look at hp, or enemies etc. But the visuals and audio are very cool, the controls are very natural too!
Thank you for the feedback!
Quite an original blend of genres, The visuals and music are both insanely good !
This really has that early Ps1 grit to it and i really like it.
I’ll admit i’m no doubt really bad a this, but gameplay wise i’m a bit on the fence cause while i really like the full 6degrees of freedom real time controls including rolling,
i feel pairing this with rhytm mechanics and having to keep track of the little beat marker to hit and parry multiple enemies at the same time in beat makes this insanely difficult it’s quite a lot to handle all at once i felt O_o
The rhytm mechanics do make this an original combo though, so i’m not sure how this could be improved to keep that blend and have a more managable difficulty curve i.m.o.
Regardless solid effort with lots of care into the presentation, the intro cinematic is quite dope and i really digged the humor with the integrated tutorial. Also shoutout for having the level procedurally generated (died so many times i noticed the level wasn’t always the same :p)
Thanks so much! I will tweak some things to make it less overwhelming for sure.
No problem, balancing is hard during a jam, especially considering how much work is on display here :)