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Thanks a lot for your feedback xfnty.x !

I’m really glad you liked my game despite its many flaws.

My goal for the music was to make something as metal sounding as possible while only using digital instruments in the DAW i used, LMMS. As an added challenge this time around i didn’t just go for some of the preset instruments, i actually fiddled around with parameters of the tripple oscilator to see if i could learn how it actually works and try to make some cool sounding guitars and bass and stuff, it turned out somewhat ok but a bit more “midi” sounding than i would have hoped, thus the very Doom style of the instruments, though i’m a big doom fan so i don’t mind too much how it turned out XD

Visually i always try to aim for some of that PSX grit as best i can even if here i left some texture smoothing on to try and get the look of some kind of a PC port of a PSX game from that era and the rest is ensuring a bit of visual continuity with the 1st Mecha Team Maverick game i did a while back. While i wasn’t directly inspired by Wipeout, i wanted to keep things very low poly and all the Mechs, turrets, drones, and even the Boss, come from the same few parts i modelled and just kitbashed them directly in the engine to create the final models in the game, so that’s probably where the similar blocky looks comes from :p

Yeah the Boss’s hitbox is a bit wonky, i’ve adjusted it a few times but couldn’t really improve it much beyond what ended up in the current build. Though one thing i think didn’t help with the jankyness of the hit detection, is the fact that i have a semi “auto aim” in place that handles height differences for the player, and yup the explosive weapons in general ended up a bit too OP against the boss as well.

I only started recently to experiment with in engine 3D cutscenes, so i wanted to have at least a small one upond beating the boss and for the end message, so it makes me really happy to know you had a “wow” moment with them :D

Yeah the aiming system in 3D ended up a bit wonky cause the canons don’t actually aim at the crosshair so you have to take the offset into account which is not ideal (and a partial reason why i added the drone powerup to help having at least one weapon centered XD) The floor textures ended up a bit wierd cause i tried making them directly with the built in engine noise generator cause they are way lighter than an actual png image, they do repeat though, just not as well it seems as the other textures i made by hand for some of the buildings and mechs.

The 8 pilots are there at first cause it’s a direct sequel to the first MTM so they are the same as in that one, i would have loved to make them vary a bit more from each other in terms of gameplay but i still lack quite the programming knowlege to make a bit more inovative gameplay if i’m honest ^^’ so i adjusted a few things but kept the overall idea i had in the 1st game, they each get a different starter loadout and hp values, to act as a sort of implicit “difficulty” select system.

Those are some cool idea you proposed i gotta say, not sure i’d be able to make them but who knows i could try post jam if i have the time or maybe for some other future entries, i try my best to improve everytime.

I couldn’t really acheive it in the jam’s time but i’d love to be able to have memorable levels, interesting combat, and a few cool boss fights ^^

Thanks again for your kind words and i’m glad you liked the explosions as well, they’re one of the aspects i ended up quite proud of this time around :)

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Now that you pointed it out, making a bigger sequel is super ambitious and cool goal. I didn't think how difficult it would be.

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Yup well it was my goal this time :)