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Centauri Interactive

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A member registered Aug 22, 2017 · View creator page →

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No problem! Thanks so much!

No prob! Let me know and I'll give it a try.

Enjoyed the combat thoroughly, the damage system is great fun. Overall presentation was pretty polished for a jam, the effort that went into cutscenes was evident.

I also really liked the music, reminiscent of some 90s classics.

Great job!

As a fan of both RPG Maker and worlds set entirely in the sky (I have a similar setting, Azimuth, in which I released a novel several years ago, called Cloudgazer), I have a real soft spot for this one and glad I got a chance to play it. 

I was, I will be the first to admit, absolutely rubbish at it; but the scale and scope are super impressive for 2 weeks! There's some nice worldbuilding going on here and the commitment to the palette is bold & distinctive.

I'm not sure if it was a bug or not, but when moving to world map the "cursor" (which I presumed to be my craft) always seemed to start in the top middle, which sometimes made it tricky to keep in mind where I'd come from.

Overall though, it was very likeable and I'll be sure to give it another try (and not get steamrolled straightaway).

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The art here is top notch and holds a consistent style throughout; the sign of a well thought-out plan! So many great little touches; from the user manual style control explanation to the guidance from the prof. But that movement mechanic is probably my favourite thing of it all. The concept is straightforward but gives so much flexibility that crawling through urban wreckage is just fun to do. You managed to perfectly display why mecha are so awesome (while my own, thanks to lack of said flexibility and those damn low bridges, kind of makes them just look Awesome But Impractical... I mean, the fire engines could've been there way quicker, but I was gonna have rubble and obstacles etc. ANYWAY...). Sometimes it takes some encouragement to go over an edge, but it always felt to me like I was working within limits of the machine rather than faulty controls.

Indeed, the only real gripe I have is lack of sound. But, I think it's better to have no audio at all than bad audio. So when your sounds source fell through, going without was probably better than rushing something to spoil an otherwise very polished jam.

I wish I'd got around to all the millions of buttons I wanted to originally hook into it to make it complicated, haha. I even had plans for a bootup sequence, and that winch on the front was not meant to be decorative, but perhaps more to follow soon! On the upside, the current one is very drivable on gamepad. Oh, and the Q/E to rotate may also make it easier, not sure (shoulder triggers on an XBox controller).

Yeah, you can tell the controls were originally intended to be more sophisticated but ran out of time. Hose arm was originally going to be articulated and is structurally set up to do so, but didn't make the cut. 

I will say though, that the Q/E torso rotation makes up for the mech's inability to turn on the spot, but is oft-missed due to only being on the game controls page. I didn't find time for a tutorial/control map, but have learned that even a quick F1 "this is how it controls" text dump is worth the 10 minutes dev time.

Hoping to make a few more improvements post-jam, so an invert toggle on the mouse will be one of those for sure.

So I very much enjoyed playing this one, it has tons of great atmosphere (even with cubes as enemies!) and very satisfying feedback for firing and so on. The mech is rightly the best part; I love its look but even more so I love how dependable it is. You can tell it to go do things and it does so very capably, but of course riding it is even more fun. I do wonder if the tap duration for a move order could be a tiiiiny bit longer; I found my natural tap duration too sluggish and a lot of the time it took it as a "look at" order instead, which I felt was less commonly needed.

Also liked how some enemies tried to preserve their vulnerable (I think?) red spot by turning away. Didn't seem to make them slower, but I presume they can't fire while doing so. I liked the tactical choice of focusing on destroying one at a time or spraying an area to make multiple go on the defensive.

Sound design here is great, well worth playing with headphones. Shots, reloads, beeps, all sound spot-on. Turning on the search lamp, I could even hear the hum of the bulb; that's a really nice detail that goes into making the atmosphere so compelling.

I'd love to see this with more distinctive models for turrets, extractors and enemies.

Looks really good, but sadly kept getting a CTD every time I tried to start. Might be a conflict, will try again later after I've had the chance to restart.

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This is visual treat, a really distinctive art style and lots going on. I got a bit stuck in the terrain quite a lot, but I feel that was probably a deliberate design choice. I liked the way you could get in and out of the mech, and it had the various functions inside as a bank of buttons (I'm not sure, but was one of them a sort of "find treasure" ping?)

I was wondering about the R button to enable mech steer, as the A and D keys didn't seem to have any other use while inside the mech. Was there a reason for it that didn't make it in (or I just missed)?

Thanks so much! I did put a lot of the time I had into the mech design / building the mesh in Blender, some of which I probably should have been prototyping gameplay... but yes sometimes it's more fun to make horrendous strategic decisions! =)

I can totally relate. Spent far too long on visuals and music (doing title screen before even a gameplay mockup, I should know better!)

But yes it did indeed!

It's gorgeous and original, but I confess I did get quite stuck and relied almost entirely on the indicator, as I wasn't quite following how each step progressed to the next (in the sense of cause/effect or my objectives), though I think I started to faintly grasp it toward the end. In some ways this was refreshingly mind-challenging, but I didn't quite get that "Ah that's what I was meant to do" payoff that normally compensates for a click-searcher puzzle.

That said, I do think this was wonderfully inventive and the sound/visuals as components snapped onto the mech were highly satisfying.

Submitted a fix for the dumb bug where you go backward faster than forwards... also fixes a couple of other very minor things such as the Esc menu not freezing the game, but original jam submission is still available for unbiased reviews!

I loved this. It's got a nice retro pixelart style, which with the music put me in mind of early DOS or the Megadrive. It was simple to pick up but still pretty addictive; I ended up finishing the whole thing (which I was not expecting as I'm generally awful at boss battles).

I also really liked how you included the mech pilot aspect. That's something I'd originally hoped to include on mine as well, but ran out of time. It's done really nicely here, with the avatar on the UI and customised paint schemes.

This is a very impressive and visually superb entry, the networking feature is an unexpected win. I really liked the dynamics of the strategy game itself, it was nicely high-level enough but still allowing for tactical ploys.

I did find that the first unit's inability to lead their targets effectively meant I often had a large force missing their target while being destroyed by a smaller enemy. Not sure if I'd count it as a bug, but it was frustrating that they seemed to be incapable.

In all though, a really polished RTS jam!

Something about this really took me back to the Dreamcast. It's shamelessly wacky, impressively varied and a lot of fun.

One issue that stood out: I kind of expected the mech form would be able to turn while not moving... wasn't sure if there was any difference in how the two forms behaved, but a "versatile vs fast" dynamic was my first expectation.

The voice-acting, music and depth of content were outstanding for a jam. Also, props to all the effort in order to build an entire city traffic system within the timeframe!

I have very little idea what is going on and I am 100% cool with that

This feels like Terry Gilliam made first-person Regular Human Basketball crossed with Gundam, and its friggin hilarious.

I love the concept & the sense of scale controlling the mech stomping around the city from inside the cabin. Couldn't figure out how to use fire extinguishers (somewhat embarrassing, given my own submission). Needless to say, my efforts catching corgis were less than optimal.

God Save the Queen!

This was a lot of fun to play, really loved the Advance Wars vibe. One thing to note; it didn't seem possible for a unit to not move during its turn (eg. to just shoot/drop/dig from its current position). Other than that, the gameplay felt really solid and the challenge was just right. Would love to see an expanded version with variable setups (different units at disposal) or the ability to call more units in.

I also could only try this single-player... bah, we're an anti-social lot, game designers, aren't we? It's a shame because I am big on local multiplayer and feel there needs to be more of it!

I found the concept rather novel and got the feeling it would be a fun little thumb-smasher with a friend. Hoping to get a chance to try it as such.

Finally got around to trying this and liked it a lot! The aesthetic was pretty spot-on and the combat felt responsive.

Regarding the right-click aim thing: I actually liked it, but I think for it to really click I would make the mech take longer to turn/aim, so that you can look around with quick glances normally but that right-clicking is taking the decision to re-orientate the mech.

The only other thing I would say, is I wasn't sure when I was being attacked. I think the feedback for damage / enemy firing could be beefier.

Overall, great job!

Good point! Totally forgot to do that.

Thanks! Ah, indeed, both a fire locator and water resupply didn't make it in time, so it's kind of a do-or-restart deal at the moment :P

Cheers for playing! Yes the whole city was a last minute asset on the final day. It was split up kind of weirdly so the things that got collision meshes were not always what I wanted (barriers for example were a nuisance; while the things like lamp posts would have been destructible if I'd have ended up with time to build them myself.

I hope to get around to playing Mechs Take the Somme in the next couple of days, looks like my kinda jam!

These are just what I was looking for and look great. Thanks so much!

Really good fun! I love how the pitch of the music gradually builds up, it has real manic atmosphere. The variety in the games is great, and despite the eclectic set of assets in the mystery box it feels pretty coherent.

Fun little game, the difficulty is nicely pitched to be doable on the first go but not too easy. The gloomier surroundings and music as you approached eternal imprisonment was a really great touch; particularly for a games jam!

Slick concept, great use of the mystery box assets. Collision is punishing, but has that element of wanting to do better on the next attempt.

Like Cookie-Clicker... you just have to keep going! Eventually had to stop and blink, got 356.

Love how frog-man got into so many games. Looks like he had a good time here anyhow ^^

It's a cool concept and I like the clean simplicity of the visuals. I can see the tricky part with balance here is that it gets fiddlier and less interesting to hunt the other skaters as time goes on and they gradually get further away; not sure what you could do there besides perhaps have them gravitate back to the start point when the player isn't nearby.

Frustratingly addictive! It's got a cutesy retro look that really takes me back.

I like the use of all the assets and little flourishes on everything. The current intro videos were a nice touch given the time constraint.

Couldn't get past the ship-repair FPS level as I found the enemy attacks came from all angles, as well as being hard to hit and requiring multiple shots to finish off; and a small bump could knock me off the ship very easily. I'm not the best FPS gamer, it must be said, but to be fair I think it's always hard to pitch the difficulty of your own game; particularly when you play it many times during jam dev ;)

This one was very intriguing. There's a satisfying kind of "Von-Neumann probe" feel to the continued exploration and expansion. I couldn't figure out how to set my boid groups to follow the mothership, which made repositioning that feel a little fiddly; but overall the controls were simple and easy to figure out.

Great fun; I love that there was even some non-linear use of the gameplay elements to solve the puzzles, hard to include in a games jam timeframe. Boiling the RPG experience down to almost pure fetch-quest was surprisingly compelling, helped along by the enjoyable writing.

Agreed, instruction and general information is a big gameplay issue at this point. I had planned for screen edge markers to point to nearby offers and for the offers to be more visible as you fly past, as well as some kind of listing of them you can open with Tab. Ran out of time...