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A jam submission

Mech n GoblinView game page

Dive through the cavern looking for loot and destroy everything that gets in your way
Submitted by Kami Mart Productions — 6 hours, 19 minutes before the deadline
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Mech n Goblin's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#422.6463.500
Gameplay Polish#432.2683.000
Creativity#502.7403.625
Enjoyment#502.3623.125
Overall#572.3943.167
Relevance to the chosen theme(s)#642.1732.875
Genre Interpretation#672.1732.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
magical girl with a mech twist in a metroidvania/rougelite bullet hell

Chosen theme(s) and relevant explanations
unreal setting piloting a constructed mech

Team/Developer
Kami Mart Productions

Premade content
Music

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Comments

Submitted (2 edits)

Wow this entry was also very different! I’m… not sure what part is Magical Girl or Metroidvania though. We’re actually piloting a mech?

Visuals

A green goblin in pink suit, quite funny. Although it’s supposed to be a mech?

Shaky breasts generally get instant negative points from me, but I’ll overlook this one because for the first time, it actually feels like second degree humor (like a big mama goblin joke or something) and not added as some cheap selling point.

Audio

It’s pretty out of range too! It made me remember Intergalatic Wizard Force (I played the LocJam version: https://locjam.itch.io/intergalactic-wizard-force-locjam-edition ), complete with the fullbody skinsuit, it’s perfect!

Gameplay

I have about the same remarks as winterbraid. Past level 1 gem there seems to be no upgrade, and since there is no life upgrade (max 3 hearts) it’s very hard to survive bullet hell without using bombs repeatedly (and each bomb sacrifices a diamond for that area so your firepower gets weaker, so you must calculate it well to use them at the end).

3 hearts is general for a traditional bullet hell, but we’re facing (non-boss) enemies with a lot of HP so we can’t really apply the same rules.

It’s cool to shoot left and right and that’s important for the final goblin lady boss, however in many cases I just want to strafe. I found out later about the focus button explained on the main game page, that it also locks direction. However sometimes I want to move fast and strafe, so a separate trigger would be nice (but maybe one button that does makes sense for some players, and it simplifies input, I concede).

Some enemies don’t have a clear blinking when they get hit (esp. the “snails” that are small but have a lot of HP) which gives the impression that they are invincible.

The first boss throws money (and the last one diamonds too) and indeed you get a few coins when you get hit but it’s not worth it. Maybe it was to reuse the sprites for budget reasons, and play with the theme of fantasy creatures holding on money, but it would feel better to use different sprites for projectiles, to keep game design symbolism consistency.

It’s not exactly rogue-like since you can continue from last shop but it was in fact a relief for me, allowed to reach the end of the map at least.

Mostly, if progression with lifebar, weapon upgrade and bomb effects worked, it could be much easier to balance and make it a good roguelike adrenaline rush game.

UI

Some UI glitches like the popup that appears then disappears when you enter shop area, and player shooting in the background of the shop reacting to user input in the menu instead of having a separate “testing weapon” mode… that you must be aware of.

Submitted (1 edit) (+1)

Very nice game! I liked the graphics, they were very reminiscent of the 90s aesthetics, and the music fit the bill as well! I felt like the bullet patterns escalated pretty quickly, but it was still bearable most of the time thanks to the responsive controls and the focus mechanic. However, it was a bit hard to tell if the different gem types did anything different other than moving at different speeds and dealing more damage(?), and towards the end, my own bullets made it pretty hard to see the enemy bullets.

Sadly, I didn't quite manage to beat the big goblin lady at the end, but I went into the other room and the game said I won, so yay me I guess! Either way, it was a fun little bullet hell adventure.

Developer

thanks for the review! theres a lot i wish i could have fixed before the jam ended. wish i could’ve included a tutorial or more information. maybe i should keep building off this and try to make it a little more crisp