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A jam submission

STELLARIS_VI (PROTOTYPE)View game page

Prototype made for MechJamVI.
Submitted by ROBOWARRIOR — 11 hours, 31 minutes before the deadline
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STELLARIS_VI (PROTOTYPE)'s itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#313.6363.636
Audio#372.9092.909
Originality#393.2733.273
Overall#442.9092.909
Fun Factor#452.6362.636

Ranked from 11 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?
A video game (prototype)

Was your game made solo or in a team?
Solo

Did you use any third party assets, if yes what assets did you use?
No, i made assets by myself during the jam period.

Did you choose from one (or more) of the optional secondary themes?
I introduce insect theme.

Does your game contain any 18+ content?
No.

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Comments

Submitted

Great prototype, reminds me of the old armored core games! Dope, really good ui in here. One issue I had was that you really get spammed with enemies and dont have many maneuver options to dodge. additionally, this would be excellent with WASD controls but was frustrating in arrow key mode. 

Keep it up, the animations are cool and the vibe is great, really sweet oldschool vibe here!

Submitted(+1)

I see a lot of potential in this one, but as the title suggests, it is a good prototype. 

I like the variety, choosing one of three different mechs is nice. I picked the medium one. The enemies are really simple but fun to shoot at. 

My biggest dislike about this game is, that there is no real goal here. I played for like 30 minutes, and nothing really happens. The enemies do not pose a thread at all, since the power station has an almost infinite health. The mech as well has a good way of defending itself with the shield thing. 

The controls, albeit weird choosing arrow-keys instead of WASD, are really good! It made a lot of fun shooting the enemies.

Developer(+1)

Thanks for your test, it’s an technical test for me (for graphics, animation of mech, and control), and i putted the minimum for player to testing movement and shooting, i’m so sorry you played 30 min on this without real mission or story (after reflexion the good way was to put a timer to fix a limit to the experience, ex: protect the power station 3 min), but this is a good sign for me.

Honestly this is a gamejam and i think this is the perfect place to have feedback for a prototype, its better that publish nothing.

But i understand your deception, it also because of that i put “prototype” in the title.

Now, I can be go further in this porject with the same base !

Thanks again !

Host(+1)

Really nice game. Only things I would say is that it might be a little too easy, maybe the enemies are too weak or the power station is too strong. The movement controls being on the arrow keys whilst moving around with the mouse felt a little awkward too, but it was still playable. I really liked the visuals in the game too.

Developer

The ennemies was here for a proof of concept. When there was stationnary, (when shooting you or the station) there was easy to destroy i agree. About the control what you problem with it ? this is the disposition of the movement key ? Arrows was no the best choice apparently. If i use WASD do you think it was better at your opinion or i misunderstand your comment ?

Thanks for your comment and your work about to organise this jam !

Host

Thank you too! Yeah WASD for many just suits 3D games better, especially any that involve mouse controls. Maybe a way to toggle it between the two would be best.

Submitted(+1)

A 3d project in Gamemaker! Very impressive!

I do like the overall style and look of the game too. Just wish the movement wasn't on the arrow keys, especially since the area of effect attack is on space, making it really awkward to use while both moving the mech and aiming.

Really cool project though, great work!

Developer (1 edit)

Thanks ! I take your notice for the control ! It can be was an utility to the useless settings category in my main menu ^^.

Submitted(+1)

The controls feel great! And the graphics are great too. The gameplay is pretty simple, but there are 3 mechs setup to try. I aslo think the enemies is a bit too fast, and their number is too few for each wave. but overall, great job!

Developer

Thanks, i’m glad you like the control its arcade feeling, but very accessible. About the wave i’ve limited ennemies about performance, but for the next step the game change to be more mission/campaign/objective, in his form it was just to test fighting system.

Submitted (1 edit) (+1)

Cool mecha selection menu. Reminded me of MGS. Maybe you should slow down the enemies, they are really hard to aim at.

Developer (2 edits) (+1)

For the menu i want to had a PS2 era feeling so if you have thought to MGS it is fine^^.

Yes the speed of the ennmies is a recurrent problem ! When i tested, i also had find is difficult to aim, but the time was over and reduce the speed make buggy the ennemy grip system. After i think i rework entierely or delete this kind of ennemy.

Thanks for your test !

Submitted (3 edits) (+1)

I like what you have here. Nice choice of cool mechs and weapons, and as said befor looking mechwarrior-y <3 I'd love to see it more fleshed out, do you have plans?

Developer(+1)

Thanks !
Yes i want to finish the customisation system, maybe implement a looting/crafting system. The fighting system need to be ameliorate, and a campaign with rpg feelings. A lot of work with lot of experimentation, but my prototype seems have solid base, so i will continue to work on it after.

Submitted

Noice! I guess I'll have to follow you :)

Submitted(+1)

Cool concept and presentation, but the gameplay needs work.

I tried all the mechs and I’m pretty sure the light mech is useless. It moves and shoots fast but that is not an advantage when it takes multiple hits to kill a single enemy AND you overheat after only a few shots. The heavy mech is the most fun because of the big ol’ explosions but the medium mech is probably the most useful due to its rate of fire.

I liked how each mech felt unique but I didn’t like how the combat strategy was the same for each mech: wait for enemies to stop moving and then shoot them.

If the enemies were a little slower OR your bullets traveled a lot faster, then maybe it would be possible to shoot them on the fly. I also think it takes way too long for the enemies to destroy the power station.

I like what you have here, beyond the current lackluster gameplay it’s a good foundation. With some more development time, I could see this turning into a cool mech game. Better enemy design/behaviors, change to a wave/round based system, and add an upgrade system to modify your mech.

great job!

Developer (1 edit)

Thanks for the complete feedback !

Yes i agree the ennemies is too fast this is only a test, i’ve implemented this the last day of the duration and that need rework, in fact this is only to test the fighting system.
I’ve planned so much things but the scope was to big and i made it in the hurry.

Customised system was my primary goal and it was incomplete so i just put 3 configurations, about the light mech, is advantage is the energy system, because i’ve planned to limit the physical munition of the gun or canon but that necessit adjustement and more playtest too, actually its incomplete but i wanted to publish to have some feedback about the state of the game !

Thanks for testing !

Submitted(+1)

Very cool concept, i like the mech design a lot and the enemies are fun too. The gameplay feels very nice, especially moving. It gives great feedback. 

Good job :)

Submitted(+2)

Cool prototype with a really good presentation, i like the very “Mechwarrior” style mechs you have here, plus the 3 setups are some nice choice variety. Also the custom font looks incredible :o

i’d be curious what tools you used to make your own custom fonts !

Gameplay wise everything controls nice and tight the mouse aim makes things very precise, my only gripe is that the enemies seem a bit too fast and attack from way too close. everytime they managed to gang up on me and they were so close that i couldn’t ever hit them :(

It has potential though, i feel that if you fix the enemy behaviour to be more managable you could build up on this and have maybe a campaign with missions and even have the defense arena mode as a nice bonus mode :)

Developer (2 edits) (+1)

Thanks for your review !

About the font it’s not my creation this a font (free) download a long time on dafont named “Rektec”, it’s commun to use font like that and font are not considered like “asset” in many gamejam, but i forgot to signal it on the page (now there is a link).

I think if i need to make font in vectoriel, i use inkskape and convert after in font format. (sorry for the confusion about the font).

About the prototype i had big ambition for a 2 week gamejam, to resume, i’ve planned to make a garage to full custom bodypart and change like you what, so i have simplified with 3 configurations, because to do that i needed to make menu/inventory/shop and i was lack of time.

I agree with you the ennemy are too fast, and aim it is difficult, but i wanted to try to fit to the insect theme, i supposed if i continue the project after i just retire this ennemies. If the ennemy are on you, you can use space_key to kill him with energy bomb, originally only the first mech had it, but this become the special for every mech ^^.

My main objective for this jam was to make a solid code to animate mechs with intercheangable part and a raisonnable graphics visualisation. Lot of my developping time was to manage mech animation with 3d into gamemaker studio 2, that was full of mathematics but quite interesting.

But i just didn’t have time to make a full game ^^.

Well depending on the comment and the reception, i’ll probably continue this, i’ve a lot of idea with a looter/shooter travelling in different planet etc where you customised and will be crafting parts of mechs.

I appreciated your comment for this prototype and that give me hope for the next (or the next step).

Submitted

No problem !

I didn’t see it mentionned in the credits so that’s why i assumed you made the font yourself, my bad ^^’ still a good choice though it looks awesome.

Yeah overscoping tends to be a thing for jams and it’s not easy to avoid so i totally get it (hell i know ioverscoped as well :p) plus anything 3D takes a hole lot more time to make, and i don’t know how 3D works in gamemaker O_o

No worries you could always build up from it post jam if you get the chance :)