Thanks for checking it out! glad you had a good time :) thanks for sharing the video
ahintoflime
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Great start to a game! It definitely needs more content (multiple waves, different enemies, etc) but it's a solid foundation to build off of-- It works, controls well and the art is simple but nice. I particuarly like the explosion effect when you destroy the enemies. Super promising first jam game!
Great idea for a game. Would love to see with a more fleshed out manual ie something resembling an actual mechanical manual with diagetic branding/lore/terminology etc rather than just a text file. Its a great idea for a jam game, I'm not sure if it would translate to a larger project but it must have been fun coming up with the different puzzles/systems! I enjoyed this.
I definitely wanted to make the AI more sophisticated and modular, but at some point it in development it just got to that "good enough" point and I had other things to do so it stayed there hahaha. Definitely a tricky thing to develop for me personally. the game was definitely designed around a controller and I think we could have done a better job (any job) teaching and explaining the controls. The various difficulties are just increased damage scaling on the enemies, 1x, 1.75x and 2.5x. I like hard personally! :D
Thanks for playing and for all the feedback!
What a sick concept. I think this with some serious high budget sound design would go so hard (not that your sound design was bad, it was excellent!! I'm just picturing the ability to actually hear the battle etc). The vibe/visual design of the game is super unique and the thing is just loaded with information and possibilities. It really gets the imagination going!! Great job, one of the coolest games I've played for sure.
The retro vector look is cool. Maybe contain the level so you can't fall off? It's hard to get a sense of how much space you have to back up. I think you either need some additonal offensive or mobility options because when you run out of ammo you're kinda screwed! But nice job it runs smoothly and looks cool.
The game looks pretty cool-- the cogs are such a vibe, the areas flow nicely. The first boss (I couldn't make it any further) has a sick design.
Ultimately the section leading up to the boss is a bit too uneventful to want to repeat (like when they circle around and shoot, they always shoot in the same place so you can just stay inbetween the dangerous spots and just keep firing) then the boss is too difficult (the pink projectiles are hard to dodge, often the main character mech gets in the way so you cant see properly). I also think some visual reaction to landing your hits would do a lot for the game.
Anyway I love the design of the main mech, from behind at least it reminds me a lot of the Rick Dias from Z Gundam.
The concept/story is very cool, the sprites are great. You've done a lot with the controls and getting into / out of the mech etc. I only wish there was a checkpoint system* instead of kicking me out to the beginning after dying.
* maybe there is a checkpoint system but if so I died before reaching my first checkpoint, multiple times LOL and waiting through the intro AGAIN is just not appealing
We actually talked about maybe cutting the drone level but decided it would cut the game a bit short. We really should have made a tutorial level in it's place but we didn't have time-- we kinda left it in as a 'you can get acquainted with the controls here' kinda level but I agree it's not as fun as the duels.
Thanks so much for playing!!
Nice idea for a tower defense-ish game. I got stuck on the 2nd level as an ant kept attacking my miner-bot but none of the shooter ones would shoot it. Maybe add a player attack? even with minimal damage it would be nice to be able to do something on our own.
I love the background sprites and think the game has promise. Some sound effects and particle effects would probably add a lot to the gamefeel!
This was fun and addictive, the loop felt very well-developed. The mission structure worked really well as a kind of tutorial / keeping you on track for what the goals of the game are.
I did encounter a few bugs:
- I was able to go into the negative on my platinum, I think from buying recon drones
- I bought the plasma generator before I got the mission so that mission was never able to complete.
I particularly liked the models for the mech parts and the fight at the end was unexpected and cool (if yeah, a little underdeveloped). Great job overall this is one of my top games so far.
my mech construction time was 20:08:452 and my fight finish time was 00:59:155 🤘
Your mecha designs were super cool. The game loop seems solid except the enemies didn't seem to pose any threat if you just keep moving. There seemed to be some missing effects-- ie if you hit the frog-lookin' guys you get a nice impact sound effect and they animate as if getting hit, but that didnt seem to be in place for any other enemies. Anyway I love the totally unique visual design of this one and feel like it has a ton of promise.
The game ran super smooth even with a ton of enemies onscreen and the pathfinding for them seemed to work great so nicely done!
The art is super charming and there's a lot of fun ideas in here. controls well and is fun! I liked the glass breaking as an indicator of health. bonus points for being the first game I've played for the jam where you actually get in/out of the mech as a mechanic.
The sound was maybe bugged for me? I could hear something but it was at like 1% volume and couldn't find a way to turn it up
This was a good time. I liked how there was a real entire arc of gameplay here with the objectives and extraction. I escaped in 7:21 with a score of 9254. The world environement size was perfect for this kind of game and I enjoyed how the enemies dropping down kept the pressure on. The way the music amped up during the intense parts was a nice touch. The enemies behavior could probably use some tweaking-- they follow the player position and clump up so it was fairly easy to just continuously circle them with the only really push/pull being do you want to take the risk to dash in there and pickup the upgrades. I'd also add some kind of impact particle effect or other feedback (audio?) for the bullets. The hitbox for the flying guys felt a little off to me.
Overall I enjoyed playing this one a lot, great job!
I love how you've created a mech that defies the standard expectations to make something with a unique and bizarre vibe. It's kind of bird like, it feels potentially ancient? and it is equally as amphibious as it is suited to land. The strange atmosphere of the game reminds me of some obscure freeware stuff I'd download in the late 90s and early 00s. Would be cool to see this with a story and a world to explore.
Interesting game about memory. I was vibing with it up until I got to the mask-looking memory-level (w/ the skulls) and I just had to bail. Giant open space with a timer, was too tedious repeatedly trying to find the memories without some signposting (unless there was something I was missing here). Neat concept though and I like the sprites and color palette, good use of a minimalist vibe.
Solid bones of a game here! Some of the ui is confusing/buggy (if I click on a turret how do I make the panel go away? other than upgrading/selling). When placing a turret it lights up the squares you *can't* place it on and has no feedback on the ones you can, that seems a little backwards to me. Also unless I'm missing something obvious the cost of the new turrets isn't displayed anywhere. Some sound would also elevate this quite a bit!
Anyway the turret vfx are nice and the graphics overall are very pleasing. I hope yall keep developing this!
The vibe is so sick. The music and aesthetic are strong-- you get that UI is a very important part of the mecha genre. It's a fun idea for a game too where you're indirectly managing these mechs and pilots while the story unfolds. I played the first few missions in instant mode but I think I'm going to try and continue playing over the next month(!) in slowmode to see what happens next. I think instant mode you kind of need obviously to release for the jam but slowmode seems more 'fun' than just repeatedly doing each day instantly.
I did stumble at the beginning with 'why am I clicking buy and it wont buy the mech' before realising I had to hold-- I only figured it out because I came to these comments here.
I thought this was great. weapon ejection system is really cool and appropriate to the mecha genre. gameplay is smooth-- I think the camera is a little too overactive. It was giving me a little motion sickness, I think moving a little less dramatically in the look direction might help. for a jam you did a very nice job especially creating a tutorial/test area (our game coulda used that!!). nice job.
edit: oh and doing the little radar in such a small resolution is so cute/cool/well-done!!
Great start to a game. The environments look great, the lighting feels very natural and real. The enemy AI is awesome with the dodging and shooting. It's definitely missing animations, polish, sounds (I want to hear the enemy stomping around in particular!) and the difficulty is really high right now. But it has a ton of promise and you've nailed the sense of scale and weight nicely.
The weapon variety was cool and the paralax backgrounds were nice. In general you nailed the grimy post-industrial dystopian feel.
I think the gameplay could use some more variety-- maybe some additional mobility, a melee attack or some deflecting ability. Your option in most scenarios (especially when constrained by the level) is to just tank damage and get out as many bullets as soon as possible to take out the enemy. Some of the enemies were easily exploitable too-- you can stay just out of range for the big purple guys, and with the huge green guys at the end I just stood underneath them and fired upward (they can't hit you when you're directly below them). Maybe thats intentional but the first time that happened I ran out of ammo for my gun so i stood there for 30 seconds firing tiny bullets and it wasn't the most fun pacing. After that I mainly ran past those guys.
Loved the train levels and I liked the spritework, nice job overall!



























