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A jam submission

AGE OF BRASS (prototype)View game page

Knee deep in casings exaggerated demigod mech minigun action
Submitted by Rezydent (@DementiaDev) — 5 days, 59 minutes before the deadline
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AGE OF BRASS (prototype)'s itch.io page

Are traps gay?

Yes

traps are gay

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Comments

Hella cool

Submitted(+1)

- please if your game has low res don't put it in auto full screen

- in full screen mouse highlight and select didn't work, only keys with response were W, S to move in the menu and Esc to quit. Also Pad works with up, down but I can't select anything and R1 quits the game.

- if I use alt+enter in the main menu the game shit itself, but after a while it works. Mouse highlight and select work again, but pad wont.

- upgrades screen is cool, like all your menus

- plese let me see what a pow does without equipping it; also W and S in upgrade menu are broken

- you upgrade for now are not very good, beyond bullet form. They don't speak fun, or powerful to me

- your save works for coins/misison rank, but dosen't for screen settings(or is yet to be implemented?)

- in the wall jump tutorial the bouncing vertical platforms that help you come out the pit seem part of the background

- gun money is cool

- hover tutorial has too much setback if you fail. Also the whole challenge is badly implemented: when you arrive to the big gap with a tornado of flying enemies below and above you it's not well telegraphed what you need to do(I didn't record my play, but i'm not sure you see the other side of the gap)

- I like ledges as an "immortal" platform solution

- more on overall movement gameplay: your movement seems a stepdown from before. The magic bullet now is wall jump on the same wall ad infinitum and hover in the meantime, bypassing platforming alltogether . Right now it's boring. Mostly because your level design is in a midway between the original "tide of casings" meme and what Brassrobo can do right now. With infinite hover and infinite kick wall jump your levels must be redone to be engaging. 

- new skin for worm boss is pretty nonsensical, I say this just because it didn't seem placeholder. He shoots missiles and little insects? I could understand if it was a robotic snake, but from what I understand your lore is brass robos vs biolocial lifeforms

- snake fight seemed too long for what it offers mechanicwise

- 3d shader is super great and your game is always a joy to see in motion 

Developer(+1)

Thanks for replaying. The menus are a last minute addition, so I had to take shortcuts.

Could you elaborate on the resolution thing? By default it fullscreens to display resolution, although I don't trust anymore that SFML can do it well. What was the size compared to the display? What graphic card? I know the fullscreen can shit itself on my very old intel, but I don't know much more than that.

With infinite hover and infinite kick wall jump your levels must be redone to be engaging.

I'm getting mixed feedback here, because platforming isn't exactly the focus but means of moving around and killing enemies efficiently. Platforming might be simplified even more, but instead I can add more bonus side paths to actually test the skills in nonobligatory way, similar to the practice stage but smaller.

- new skin for worm boss is pretty nonsensical, I say this just because it didn't seem placeholder. He shoots missiles and little insects? I could understand if it was a robotic snake, but from what I understand your lore is brass robos vs biolocial lifeforms

This isn't exactly right. Even creatures contain metals and many will crystalize those to some degree. The line between the setting's robots and creatures is very blurred and both can even have similar origin. Hopefully in context and after a few redraws it will make more sense.

Submitted(+1)
Could you elaborate on the resolution thing?

In my case by default your game starts fullscreen 720p, and I can click only when I alt+enter out of fullscreen. My new setup is pretty standard, w10 nvidia 3060


I'm getting mixed feedback here, because platforming isn't exactly the focus but means of moving around and killing enemies efficiently.

Sure, you should focus on that fun side of the experience

Platforming might be simplified even more, but instead I can add more bonus side paths to actually test the skills in nonobligatory way, similar to the practice stage but smaller.

Try it and see how players react. For ex almost nobody liked the spinning firaballs from mario in my new demo. In My case I was slowing the pace to an almost complete halt.


Hopefully in context and after a few redraws it will make more sense.

sure. GL for next DD.

(+1)

very nice presentation and game feel. not sure about the font though, feels like you could go for something with a little more personality to match the setting.

disclaimer, i'm dumb and also never really play games like this, so the learning curve was a bit steep (though much much better than the previous version i played on DD50). took me ~20 minutes to clear the tutorial. mostly because i was trying hard to play the game in a technical way. wall jumps and parry both seem a bit difficult to pull off intentionally and i kept getting killed trying to execute them. then i discovered it's much more fun and effective (for me at least) to kind of just play the game in a sloppy way and spam spacebar. discovering you can ride the rockets was a high point for me.

kind of wish there was an at-will healing mechanic like a health flask (but maybe i'm just a wimp). the green healing orbs do give such a small amount of health restoration that it felt disappointing to pick them up.

encountered a weird visual bug where it looked like an enemy sprite got flattened and stretched across the whole screen. tried to grab a screenshot but it was gone before i could.

kept getting killed on the walk-up to the first boss. finally got old galeynd down to 5% health remaining but then died to his rocket attack, big gamer rage moment.

love how damage is represented on the player sprite.

it's a unique setting and want to learn more about the lore. who created the titans and why? when did the bug invasion begin and are there other factions in the world? guess i'll have to get good and find out for myself.

fun game, i'll give it another shot after i play some more demos.

Developer

Thanks for playing! I tried hard to make jump spamming non-viable, but I can't find a good solution. There's an animation for player kicking showing you the execution direction, and blindly spamming causes player to flash red, so I'm not sure if it's not visible enough or it causes a positive feedback loop towards spamming even more.

I'll think about the healing as I'm not satisfied with it either, maybe it will be in a form of special enemy drop.

it's a unique setting and want to learn more about the lore. who created the titans and why? when did the bug invasion begin and are there other factions in the world? guess i'll have to get good and find out for myself.

I'm still have to choose how to go about the first question, but the rest will have a very solid coverage once I add the campaign.

Submitted(+1)

this game is great

Developer

Damn, I missed your stream due to /v/3. Thanks a lot for playing, I should be able to figure out further improvements based on that.

Submitted(+1)

Parry mechanics are one of those things that seems good in theory but when I play them I don't tend to enjoy them that much. mostly because I fail at them a lot I imagine.

anyway age of brass is good as always. I last played it when the first prototype was up, and the explanation of parrying is much better now.

bullet form is a cool mechanic too, in general there's a lot of very nice movement tech in this game, gives you a lot of options in how to deal with things.

presentation is stellar, of course.

Submitted (1 edit)

Linux version does not work for me:

./AGE_OF_BRASS: error while loading shared libraries: libFLAC.so.8: cannot open shared object file: No such file or directory


Debian 12: My guess is that I fucked up my debian, going to try the window version with wine. 


Edit: Does not work with wine: Heroic launcher using proton GE latest, WIne lutris latest, or just wine 8.1, stuck in loading level blackscreen.

Seems like libFLAC.so.8 is now deprecated and changed in libFLAC.so.12 in latest debian version.

Developer

I'm on it, I'll try to solve it once and for all and update the game too.

Developer

Sorry for the wait, I uploaded a new version. Can you tell me if that one works for you?

(+1)

Excellent progress since last DD. 

Positives:

  • The movement already feels massively better and more fun. The combination of MMX style wall jumping and gun hovering is starting to feel really good. Most of the time, I didn't have a problem moving vertically, while it felt overly difficult last time. 
  • I like how the first boss tests your ability to hover with the gun. 
  • I see you starting to build the larger structure of the game. This is good, keep going. The level select already makes it feel more like a full game and less like a cool prototype. Of course it call be taken a lot farther, but it's a good start and the right direction. Not sure what the gun points you earn at the end at, but I'm assuming you might unlock some new abilities or levels or something.
  • The tokens you find are nice. 
  • I see some new enemies, love your designs a lot. They definitely feel unique and cool. The world in general has a unique perspective, big props there.

What could be improved:

  • I feel there are still a few inconsistencies in the movement system. At least how they're presented. I learn how to grab walls and jump up, and then later it's mentioned that there is a ledge grab. And the level has a bunch of little grab points. But it felt like earlier I was able to just climb up any wall? By holding against it and jumping up. I'm not sure if this is actually two overly similar systems, or an issue with the messaging. 
  • I think you're still trying to lean on platforming as a source of gameplay. Personally, I think that's a huge mistake, especially when you have so many more interesting and fun and cool things happening. Namely, the gun and combat. The boss fight was awesome and fun, it felt great. The level where I was tediously trying to climb over some ledges and the two swarms of bugs, not fun at all. Look at the promise you make at the beginning of the game: hold left mouse to shoot (and never stop). That is what the game clearly wants to be: blasting the fuck out of aliens, blasting so hard the room is filling with shells and your gun is overheating. Listen to what your game is telling you. Tediously and repetitively bungling around some ledges is the exact opposite experience of that. 

This talk feels extremely relevant:

He says, far more eloquently, what I'm trying to say here. The fun of your game is the fighting. The platforming should basically be something that is so intuitive and forgiving and easy that players don't even notice it. If you want skill around movement, make it so that 0% effort will get the job done. 10% effort will let you do cool shit.
Developer

Thanks, though I didn't actually get to change anything in the controls since last time except for ledge grab, preventing jump spam and communicating actions.

Ledge grab has many functions even if it's not apparent at first and some players appreciate those as a crutch or high skill utility.

I'll think about the gameplay. There's a whole other level of playstyle that involves platforming off enemies, so it's more of a difficulty curve and level design thing.

(1 edit) (+1)

I did like platforming off the enemies, that was fun. But level design where you have to pass movement skill checks completely kills the pace of the game.  Also i think it was two DDs ago I played? I can't remember now.

Developer

I think it was on last DD.

I did like platforming off the enemies, that was fun.

Thanks for clarifying, that makes the level design flow problems clear.

Developer

No new levels this time.

Mostly new visuals, settings, upgrade menu, controls and animation feedback.