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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) — 2 days, 21 hours before the deadline
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AGE OF BRASS (prototype)'s itch.io page

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Comments

Submitted

I could not tell if you changed anything since the last time I played. The section with many blue balls is still challenging.

Now that I am online and look at it, the linux build was the old build, welp.

Developer

Sorry, there was a number of minor improvements but nothing major to miss out on.

Submitted

it's ok. I just beaten the boss again and tried to do the stage with orbs.

(+1)

I got:


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AGE OF BRASS.exe - Application Error

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The application was unable to start correctly (0xc000007b). Click OK to close the application.
---------------------------

OK   

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That was on my laptop. I then booted up my desktop PC just to make sure, and it ran fine there. Now that I can play it, HELL YEAH BROTHER! But it would be nice if the error on the laptop had a message that told more information like why id didn't work, not enough directX version or something? I know my laptop doesn't work with vulcan, but it should work with directX and openGL. Perhaps you don't have any control over that?

Developer

That's very weird since I can run it on a 12+ year old laptop just fine. I there an error_log.txt? I assume it didn't since it looks like a crash right at the start.

(+1)

Really cool game and artstyle with a surprising depth to the movement. I wish the wall bounces were a little more snappy and easy to do but it was fun

Submitted(+1)

This game has a ton of polish, and a great artstyle. The shell casing idea is a lot of fun. The controls feel a little unintuitive, and at times it felt like i had very little real control of what was going on besides where i was aiming. I suspect that it's a learning curve and over time this would be allievated with more levels, but trying the training level i could not consistently perform fast walljumps. Might be a skill issue, but having to go from holding into the wall to pushing away from it while simultaneously controlling the mouse was pretty challenging as a beginner. Really looking forward to seeing this further

Mouse did not appear ingame on startup, had to turn on the emergency cursor in the settings. Game closed instantly when i hit escape, and could not alt tab during gameplay.

Controls seem to be significantly improved since the last time I played (Demo Day 52). Previous play through was very frustrating as I couldn't figure out for the life of me how to kick. Now kicking and other movements seem to be much easier to perform, which is great because now I can simply work on improving my timing. Control-wise, is their a specific reason that you like using key combinations to perform specific moves -vs- simply giving the player a more simple way of doing it (aka - press shift while jumping to kick)? Also, I feel like there is some potential to create more interesting momentum based movements where you stay in that bullet form, but it seems very hard to pull off.

Graphically I really like the style, the new menu - with the gun barrels and flashing face in the background - is looking really good. In the game, I think you use too much of this squishy effect for when enemies are hit/hurt by bullets. I know it would take more work, but I think having enemies that slowly disintegrate as they are damaged (or some such other effect) would be more satisfying (could be done with a shader, or by destroying parts of the enemies sprites over time). I do like that bullet decals are present on enemies when taking damage.

Overall its looking quite good and the progress is obvious. Good work

Developer
Control-wise, is their a specific reason that you like using key combinations to perform specific moves

Thanks! For kicks it's mostly a direction picking problem. Doing a kick in facing direction by default is kind of the opposite of what optimal parry looks like, and baiting parries while staying still is also the boring way to play. Context sensitivity is not an option because it would turn into button spamming. It's quite a pickle for me.

There is a lot of momentum based combat actually by chaining recoil and kicks (that's how you unlock the real fun), and even then it can go deeper.

I had an idea for a destruction shader, but I mainly thought about using for large objects like boss and environments.

I see. Hmmm.. I think you might then benefit by making the opening level focus slightly more on slowly introducing movement mechanics. Maybe a more horizontal first level would be more ideal for showcasing some of the momentum based stuff. The practice level for instance is really nice, I feel like it would have been helpful for me to play through that before the first mission. Also for some reason (completely my own preference) I keep wondering what it would look like if this had a slow mo feature, that the player could utilize, but I know that would probably a hassle to implement.  Anyways, Im diggin it

Developer

Yeah. The perfect way would be to add the intermediate benefits from utilizing movement and then just giving player enough room to learn the advanced stuff simply by optimizing. I guess I should sacrifice new levels' visuals for the time being to figure it out faster.

I had bullet time plans from the very beginning because it would fit so well both with gun puns and mc's inspiration, but I need to figure out how to add it in a way that makes sense - I'd need some additional twist to it because using it as a crutch alone theoretically has some problems.

Linux version. Three attempts to play. Three crashes. First two were almost immediately upon starting a game. Shoot a few bugs, jump, crash. Third attempt, I actually managed to play a bit. The spacebar really does a lot of work in this game; I really like being able to kick projectiles and evade damage. The combination of flesh and metal in the visual design is very cool. Imagining bullet belts and armor as being biological is pretty rad.

Don’t have much else to say. From my limited experience, it looks good and feels good and sounds pretty good.

Developer

Damn, sorry. Time to get my shit together and finally add error logging for linux.

Submitted

The written descriptions don't flow very well, I'm guessing you're ESL? Many menu buttons are too small. The extra moves are hard to pull off . I couldn't figure out how to do a side hop (unless that's referring to the aerial side kick?). You should be able to shoot down enemy projectiles instead of having to awkwardly dodge them. I got destroyed at the part where the turrets could shot you behind one-way grating (which is lame). The wall jump is finnicky. 

Outstanding presentation, but the gameplay doesn't match it. Instead of dodges, I think it'd better to have a melee strike/parry. Only having the gun makes you feel naked when up close, since you're so big and lumbering. 

Developer

Thanks for playing. There's both melee strike and parry on top of more advanced close combat options.

Submitted(+1)

I really like how you can just flood the map with shells, or how you can lose body parts after getting hit, like your head or your chest piece. I exploded once despite the fact that the game doesn’t seem extremely unforgiving. I kind of messed the wall jumping and the parry which in turn, often times made me have to wait in order to flood the map with shells in order to “climb” over some of the shielded turrets. 

But that’s more of a skill problem on my part. Really solid art style, I had a C on both missions. To be fair, I didn’t try the practice and jumped right in. And again, it’s more of a personal choice than anything. I loved everything else. The art is really amazing.