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Apagon

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A member registered Dec 19, 2021 · View creator page →

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Thank you very much for the support!

For the upcoming post-jam patch, I improved the whole ejecting a criticaly overheated weapon in terms of area and damage. So, the option of overheating weapons on purpose to use them as improvised grenades on the go is more viable and specially more fun. 

Fortunately I did already had coded a basic UI system for Gamepad/Keyboard navigation from a bigger project I am working on. If I didnt have maded those systems, everything would control far worse since I almost ran out of time.

I am glad to read that you found them functional, many thanks!

I am glad that you found the experience mostly enjoyable. 

Since at the current state, the Equip and the Eject buttons are the same, the pickup range should not be overly big, but I suppose it could be adjusted a bit. I will take that in consideration for the update I am working on, for sure.

Thank you for playing!

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In that case, my apologies. I got it all wrong since the 2 times I managed to defeat the mech are where I actually made the turrets to point at specific parts, and since Railguns can only target specific parts, I though they both worked the same.

In any case, yeah, the main point is the lack of information presented to the player, if I saw a bigger healthbar going down when turrets are firing, it would be clearer to tell they do actually work that way.

It has plenty of potential to be expanded upon different levels with distinct building layouts and stuff.

The main complain I would point is that even if the enabled turrets activates their shoot animation when the enemy is in range, they wont do any damage to the mech unless they are pointed to a specific part like the railgun, which is clearly deceiving the player. Took me 4 attempts to realize that, and I honestly though that they were pretty much useless.

Overall it is a solid entry, good work.

Enemy and turret artwork is alright, and weapon effects are also good.

For the gameplay perspective, I would say that the early game is too unforgiving for someone who wants to experiment different kind of starts, since it feels like there are too few correct answers to the first 3 waves.

For the second wave, you inmediately need at least 2 upgraded towers, and for the third wave you need a few upgraded + heavy turrets for the bigger enemies.

Right after the third wave, the funds gained are high enough to pretty much build/upgrade a lot of stuff all over the map and test strategies and leave room for experimentation.

I would say that the heavier enemies should appear a bit later, maybe on round 3 (the byped ones) and the heaviest on round 5-6 (the big spider-like things)

Other than that, while having had a few crashes out of nowhere and the lack of sound, it has potential, and encourage you to keep developing it.

The whole equiping and ejecting thing is a result of having them asigned to the same input buttons, and they have some rules based on context. I will try to elaborate:

- When you want to equip a weapon: 

As long as there is a weapon slot available, either Q or E keys functions to equip on the first slot available from left to right. My logic behind this is to make the action of equiping weapons faster and simpler on the middle of action without risk of mistakes here.

- When you want to eject a specific weapon:

As long as you are not over an Equipable weaponQ will eject the Left slot if there is any. And E will eject the Right slot, if any. Unless there is some very specific interactions I have not tested propertly (which is always a possibility), there should be no possible way to eject the Right weapon by spamming Q for example.

The ejection being restricted on wherever you are over an equipable weapon or not might be the root of confusion here. This restriction is only there just to avoid the worst case scenario: where you mistakenly eject a weapon instead of equiping it.

In any case, thank you for the feedback, If I ever come up with a better way to present the information, I will do it for sure in a post-jam patch.

The game is just what it wants to be, short, simple and straight to the point, and that is good.

In my particular case, with an 11 year old laptop, the keyboard does not register some particular combined inputs, like Right, Down and Space, so I could not complete the run. This could be fixed with just alternative input options.

In any case, it does not really lower my score, since it is something becoming less and less common these days with new hardware.

Anyways, good work.

Thank you very much, I watched your coverage in the livestream and I am glad to see it went alright!

I will watch the rest of the entries for sure once you are live again.

Right after I had some sleep after the last long stretch before submitting, I realized I should have doubled down on the ejection and overheating system. Like, making a critically heated weapon a true ticking bomb that could actually fend off a group of enemies, so pretty much every weapon could be used as a grenade if that is the decision of the player, just by increasing the radius and damage of the explosion.

But, thats for a post jam update, unfortunately. Anyway, I am glad you had fun with it.

Yeah, running in circles is pretty much the viable strat in such open areas, at least you are kinda incentiviced to move around to pick up the weapons available to you.

I do plan to update the game at least to the original vision I had for it. For a post-jam content, sure, there could be more types of enemies, some smarter than others, thats a grant.

Thank you for the interest, it is always apreciated.

I am very grateful for your feedback and support.

Originally this game was meant to be a series of levels/scenarios, each with its own setup and objective. Due to time constraints it had to be limited for the generic Survival thing with everything else as polished and functional as I could get done for the Jam.

Con crasheos o sin ellos, sigue siendo tremendo currazo igualmente, no le baja ningún punto por mi parte.

También, el verdadero jefe final para mí ha sido la Nekodere, porque me ha llevado 7 intentos la tía (No tener paciencia o skill issue, o ambas jaja)

This is probably my top favorite entry, period. Just for the visuals, animations, lenght, combos and stuff.

And while the jumps and dashes feels janky at times, it isnt really that punishing to matter that much. Only thing I would suggest is to hide the input guides for the skills you havent adquired yet and, depending of how much of a pain it would be in your engine, to replace the input icons for the current device used.

Other than that minor thing, this is great as it is.

The fatal error mentioned in the comments only happened to me 3 times only in the first level somewhere at the middle. I was not able to tell what exactly caused it.

(Also very fan of the all the names as a Spanish speaker)

At the current state of the game, even if its just a level, the only thing it lacks is a soundtrack. One single banger of a BGM would have hard carried the whole experience.

Also on a side note, there should be an option ingame to change the mouse sensitivity, I was lucky enough that mine had already a button for it.

Other than that, its functional and I liked the background effects

Presentation, music and overall graphics are on point.

My only real issue is that you can not compare stats right when you are picking up the equipment after each battle, so it is hard to guess which piece would take more priority to get.

Other than that, good work!

It was pretty good in all fields. If I were to point an issue, it would be that the 'Damaged Screen' effect is on a layer above the minimap, hiding the key points if they casually were under it (which its bad luck, but it happened to me and took a while to notice)

Any other than that, good work! 

I liked the whole minimalistic mechanics of movement and combat, more similar to the old Dungeon Crawlers but with a shooter aspect to it.

My main issue here is related to shooting, since the time you press the input and the actual time the bullets spawns is too much to telegraph easily. And the ammunition should be replenished each mission, or at least there should be more ways to replenish it outside the randomized rewards.

Overall is a nice and distinct entry, good work!

Thank you for the support! I really wanted to make it like the meme 'Improvise, Adapt, Overcome' with the whole ejecting and equiping enemy weapons on the go.

Honestly, it was a pain for me to decide what would be the best option for both Firing, Equiping and Ejecting TWO weapons at the same time, specially with a Gamepad in mind. In the end, I decided it to be the same buttons for equipping and ejecting each weapon separately.

One option I was considering was to make the Ejection action more like a Hold Button for X seconds instead of being instant, and the issue I wanted to avoid the most is to accidentaly eject a weapon when you just want to equip it.

If I come up with a better solution, it will be added in a post jam update for sure.

Nontheless, I am glad you enjoyed it!

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It is a really unique artstyle, the slideshow cutscenes have a classic charm to it. I really like the kick animations amd, specially, the casual dropkick from the bigger enemies, which is hilarious.

You can actually complete the game just casually walking past all the enemies, and somehow the boss got killed instantly just by walking closer to the hole right after its intro.

For things to improve, I would say the hit detection, since when two enemies are standing right behind another, sometimes the one taking damage is not the one in front of you, but the one in the back. And add some feedback to tell the player wether they are hitting or not.

And lastly, I am also hyped for the Naked Gun remake thing.

This entry is secretly a gem for me. Good work!

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I like the player mech visuals, and the firing and flamethrower effects looks pretty cool. Also noticed the dinamic destruction of one of the buildings, with is a nice touch not that common in Jams.

Besides that, at the current state of the game I would suggest to make some kind of feedback when shooting at an enemy, since its not clear when the enemy is being damaged or not.

Also, the game crashes each time I pick up scrap spawned from a defeated enemy.

I see the potential here, and I do higly encourage you to keep developing it bit by bit.

I like the low poly visuals, and while there is not much variety of effects, they are good enough.

Only real issue I would point for controller users is to be able to pick upgrades with the controller, at least with just a button, since I did had to grab the mouse again and again just to pick another upgrade 10 seconds later.

And also, I am grateful for the small countdown right after picking an upgrade, so you can get ready again, not that many games do so.

Visuals and animations of the mech player are nice, separating the head and the body rotation speeds are a nice touch. The only thing really missing for me are some effects or sounds when an enemy is defeated, that would make it more satisfying to play.

Good job!

It is a functional concept, the BGM is a banger and I quite liked the background layers.

Although sometimes it is pretty hard to be in the right spot to repair a mech, specially when wanting to stay out of danger during waves. And when you spawn a mech right when an enemy is passing by, the mech appears and rides on top of the enemy, which was hilarious honestly.

Overall, it is a fine entry.

Glad you enjoyed it. For the weapons matter, probably the easiest solution would be to expand the Training Grounds section with the other types of weapons, so they can mess around freely and have that knowledge when it comes to real gameplay.

As for the music, other than a bigger project I am working on, I have pretty much no experience in music composing, and although the tracks are quite short and maybe too repetitive, I am happy to read some praise.

Thank you for the support. The original idea for the gameplay, instead of the regular 'Circular Arena' endless thing,  was to make it a series of regular separated levels/scenarios with an end goal, where such movements options really are not that needed. 

But that is part of the Jam, half of it is to fight back the scope creep and the other one is to make actual playable content.

There will be for sure some post-jam updates.

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Thank you very much. If you meant it for the Gamepad, it is understandable, since both mouse and gamepad share the exact same configuration in camera bounds and speed. Each device should have its own configuration in the first place. And that will be something to add to a post-jam update.

Very immersive experience, going up and down, assessing the damages while having Salsa playing in the jukebox, 10/10

The presentation is pretty cool. The effect for the enclosing timer circle is so good for the already low rest retro vibe

The retro vectorish aesthetic is truly the main selling point here.

Also the gameplay is simple and to the point. Its pretty good.

I do understand your logic behind odds, it is pretty much like missing a really crucial shot in games like XCOM even if it was 99%, it can happen because it could happen in the first place, and that is part of the fun.

In the case of this particular game, sure, a mission can fail even with all the odds in your favour because your role is just to send the right people with the right equipment, and expect the results on the next turn.

My critique is actually more about the lack of options to recruit new pilots or purchasing again the lost mechs, even if it is costly.

But then again, besides this point, I keep the same good opinion about the game. 

Congratulations for your work

Thank you very much, glad you enjoyed it overall.

Originally I planned to put more work into making camera speed and bounds configurable for gamepad, like I did with the Deadzone on the right stick, but like many things, had to be given up in favor of several other issues, specially optimization to make at least the WebGL version playable after a fair anount of rounds in my end.

Solid visuals and nice gameplay, only missing some sounds. 

Its pretty good.

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It is always nice to see a story with somewhat lenghty descriptions and I liked a lot all de detailing and change in format when inspecting documents, the diary and even the additional descriptions about characters or topics after clicking on them.

Only missing feature for me was sound, but it is pretty solid overall. And more importantly, it is an interestingly written story.


Edit: For some reason this comment was posted three times after posting once, so if they show up, that is the reason.

A voiced robot adventure is always nice to have, and the robot models are nice

I only had a bit of trouble understanding the Connect Gears puzzle, since some positions seemed to trigger the connection after a full rotation.

Overal it is alright

The concept of a mech management game  meant to play in very short sessions once per day is neat. I also quite like the visuals and music.

On my first playthrough, I got soft locked around the Ammo Delivery mission because I havent equiped anything on the mechs to increase the odds, which is understandable.

The second one, on the Communication Tower with the JUNGLE tag, I lost both my available pilots and mechs with >90% odds, in both of them. I suppose the idea was to sell a mech or two to afford the Turtle one for that mission, but then again, the odds were already +90% with what I had.

There might be something I am missing there, since I havent been able to reach 100% odds on any missions, even on the easiest ones.

In any case, the game overall is unique and a cool take on this kind of games.

Overall sprite design, animations and audio are pretty good.

The controls are a bit stiff and take some time to get the hang of it.  (Although it is kinda the point as in learning to pilot a mecha)

Other than that a few small issues, its a good work!

Thank you very much!