Had no idea how to move the thing, had an ex from argentina and playing off of no sleep, was honestly one of the creepiest games ive ever played as result.
Cintamani
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Thanks for trying out the prototype! we are still actively working on this, we're a 2 person team at the moment. We had to cut a few corners to make it in time for the jam, and we totally left out any explanations whatsoever, apologies for that!
The actual fish-catching was kinda tacked on last minute, much of our time was spent on UI, physics and shader work, but fishing is the first thing we're planning to get up and running in the next few weeks so be on the lookout for an update!
Thanks again for checking this one out!
Yeah I can totally get that military-industrial-complex vibe from this, this project is really sweet and the themes you mention are especially relevant today honestly. Excited to see what else you make, if you are thinking of making anything in a similar vein or adapting this project let me know, I'd be keen to learn more!
Hey thanks for the feedback! We are a small team without any animators, so this is something we let sort of slip by the wayside - we are integrating the animation system to be able to procedurally swap out enemy units / action targets. But I digress, yes we need more animations haha.
Stay tuned for updates and thanks for trying this project out!
Tough game but these ascii visuals are amazing, would be exciting to see a fully featured mech game with customization in a similar style or something in this vein. Really hard, couldnt get far or figure much out but this ui is so good and i really just felt like i was a struggling mech pilot for a sec as the ui shook and cracked haha.
super dope fr.
I love the sound design here wow
Had a visual bug with the screen size on windows, but whats here is amazing. really big fan of the mech and mole character, keep plugging away at this, ill want to play the full version!
Are you looking for any programmers or additional godot developers for this project?
Great prototype, reminds me of the old armored core games! Dope, really good ui in here. One issue I had was that you really get spammed with enemies and dont have many maneuver options to dodge. additionally, this would be excellent with WASD controls but was frustrating in arrow key mode.
Keep it up, the animations are cool and the vibe is great, really sweet oldschool vibe here!
Yuhhhh this one is on it, brings me back to when I was working a quality assurance job in processing. Also reminds me of voices of the void with the focus on individual tools etc and paperwork as the gameplay. Was cool as the new damage types appeared too, and i really enjoy the combinatorial mech generation with damage, its a really neat system and presented very well. Has a very slow-burn horror vibe too it even if it was unintentional, this project is honestly really inspired. Really fills in the gaps that exist in a lot of mech worldbuilding too, and implicates a really deeply entrenched labor economy.
Wish I could put a 6/5 for fun, this was dope as hell. I love the CRT shader, really feels like it could be the last mission in some PS1 armored core game or something.
On my second run against the mad lad, condor football tackled me, and then dropkicked me into the fuckin skybox. I rocketed over the cityscape and landed behind the battlefield in an alley, and was happy to discover a placid field of greybox tiles to meditate on and collect my thoughts. I devised a strategy. I pulled up to a thin crack between two buildings and open fired.
But no.
I was the fool here.
Even behind my impenetrable shield of buildings, Condor was ready. He blasted on me with as many mags as his top rank chassis could carry, and then zipped out of view behind another building. Hours passed, until I found a downed building. I hobbled up, unable to get a visual on my former comrade. Hopping over rooftops, in the corner of my periphery, I saw the glint of the familiar chrome. He didnt look my way. Maybe he didnt see me, but... after all these trials I got to know Condor well and, I could sense something like resignation. The man was AWOL, he knew there was little in store for him regardless of whether he evades capture here. So, I walked over carefully, and, shot by shot, he didnt flinch.
Sensors showed dropping vitals in the Ace's cockpit.
Radio silence, my suspicions tacitly confirmed.
And in a flash of the muzzle, from a place out of view, it was finally over.
Great audio and very authentic NES-era palette, looks wonderful! the spritework is so high effort, and the gameplay is really fun honestly. I like that it feels like NES armored core fr, the sort of slow clunky buildup and intentionality in the action follow-throughs really make this feel like something that needs a full release. I hope this pilot finishes their VR training and sees some real missions soon, this is so cool!
If you expand on this, consider adding unlockable weapons, moving enemies, some other mech parts etc, maybe like a flight boost-dash and different legs etc. a hover module like the quad legs in armored core would rock too. Awesome work!
Absolutely phenomenal UI in this game! This one was really neat to play, my only critique might be to truncate the pilots list a bit / hide pilots the player doesnt know about yet - i know jack gets unlocked early but i went scrolling through everything to find a pilot from the drop and was a little lost. Maybe make the 'voicemail' glow or do some 'loud' obnoxious thing like pulse when the player has something, or draw an arrow to it. overall really sweet game, big fan of the management aspect and the visual-novel style storytelling.
Very challenging ngl (im just bad at games haha) but damn that's impressive, a fullblown GB game! I'm honestly really curious about the process for making something like this - is all of the programming done in some kind of assembly, or is there a studio / dev environment that abstracts a lot of that? regardless this is really dope and I'm excited to see what else your team makes!
Really elevated game here, I love sidescrolling shooters. Everything is really polished and the presentation is great, really consistent design on the enemy bots and weaponry. Reminds me a bit of the bots from Spongebob BfBB haha but I mean that as a compliment for sure.
Y'all gotta be really proud of this work, your artist and animator really did phenomenal work here. The gameplay is smooth and the audio is great!
Thank you for the feedback and thanks for playing! (I appreciate the detailed crash information haha)
Our goal was to polish UI and gameplay visuals for the jam and move into fully integrating story and gameplay in the following days. We are still actively working on this project post-jam and will have our first hotfix update soon!



