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Mech Mind Games

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A member registered Aug 08, 2020 · View creator page →

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I'm curious, did you happen to listen to the how to play on the main menu? The game does use 3D spatial audio to communicate positions, but understanding the cues comes from listening to the how to play. (Didn't have time to do an in game tutorial sadly)

A game of chicken is such a cool concept! I honestly could not for the life of me tell what was actually going on. I was using my xbox controller, and the south facing gamepad button would make a meow sound, hitting start would allow me to join a game. during the countdown i'd press a button but never could tell if I made a sound or not. And no idea if I won. 

Mainly just couldn't decipher what was happening. I read through the instructions as well and logically it makes sense, but in practice it was very hard to tell what was happening, at least for me. I might give it another go tomorrow since it is kinda late here, so maybe I'm just tired lol. 

I love the concept and the animal sounds are a nice touch. 

This was such a surreal gameplay experience. The audio was so well done here. I don't have a screen reader installed so this game was impossible to play blind, but that's more of a me issue since I don't have the appropriate software to test.
From a visual standpoint, this is so trippy and cool, especially the driving section. This part of the game was fun driving around with my eyes closed although I didn't have a screen reader I had no idea where I was going while doing that. The best part is this was fully playable and looked visually awesome even for a non visually impaired person. Kind of weird to think inclusiveness in the opposite direction here lol but this is all around a great packaged game.

The trading aspect of the game was a believable enough reason to continue playing although the driving section really was the star of the show to me.

Overall, the driving was fun, the trading aspect fell a little short (I think mainly due to the uncertainty of whether or not i'd be able to sell goods at specific locations (My memory isn't good enough to remember which port would buy or sell what, at least in such a short time span). Honestly I could play a full game based around the driving portion alone. 

Thanks for sharing your game and can't wait to see more of what you do!

Cool idea here.  I liked the idea of trying to remember the cells and keeping track of the total number of 1 and 0's. The only real gripe I have with the gameplay portion is the controls. Pretty unintuitive to me. I think using a selection method like left and right on keyboard or gamepad to select cell along with up and down selecting whether that cell is a 1 or 0 would have streamlined that process allowing the player to solely focus on the gameplay aspect instead of mental strain for controls. 

Attempting to play blind I was able to make it into the game, but I did struggle quite a bit with keeping track of what was said for each cell.  especially since underscore was being used instead of the word empty, which is what made me open my eyes since I hade no idea what that meant. 

It makes me wonder if using a sound cue with the left most cell being a deeper tone while gradually getting higher as you move right, with the number being said as a cell is selected would have help streamline the process reducing that mental workload of holding info while waiting for the speech and awkward controls. 

Overall I loved the concept of this and would really like to see a revamped polished version of this game! Thanks for sharing your game.

This was a really fun concept.  An rpg experience almost act as the central hub as the party.
The characters were fairly well written with some solid performances.

As for the gameplay, the mechanics have a strong base and learning new spells with unique effects was a nice touch. Playing with speakers however made this a tough experience since the audio mixing wasn't really strong enough to help differentiate who you were facing. Also targeting was a fairly big challenge. I think you could helped reduce that struggle by avoiding having the 2 party members from overlapping. Seeing the visual cues helped understand how the game mechanics were working, and possibly would have made more sense to have enemies and part members snap to the 8 different directions instead of moving between points. And the archer would move away from enemies, while the tank moves towards enemies. Avoiding the targeting issue all together. 

The amount of sounds towards the end did start become overwhelming to the ears as there was a lot of dialog and enemy sounds and your own casting sounds. Which further muddied the audio. Since your party is priority in this game, maybe a slight volume ducking system when they speak could have further helped. 

This was actually a fairly long experience with a lot of voice acting, which was fairly well executed. You guys should be proud of what you did and thanks for sharing your work!

This was a great idea with great voice acting! I know it's been mentioned, but not having a way to relisten to an order makes a cozy game turn into a stressful memory and hearing test. Especially since the the audio seemed to have an odd mixing/leveling so some of the voices seem too quite or a bit muddy to completely follow. Making not having the reminder for order even more stressful lol.

The main gameplay played very well in itself. Using the espresso machine, selecting the cups and delivering them to the register all worked well. I personally enjoy using a gamepad over keyboard controls so having a option between both would have been great. I also believe the ctrl key for discarding was a bit out o place. Just a very minor nitpick there though. 

Overall, fantastic voice acting with solid enough gameplay. More polish and more mechanics could be a full release type of game. Especially if you did add the chit chat function with customers. 

Possible Bug Report:
also not sure if this was a bug or not, but towards the end of my play session it sounded like  a customer came in but I switched over to the espresso machine and no order was given and nothing was happening.  I would have restarted but the intro is a bit of a time sink to make it back through. So I never got to the second day or got to make food. (Not sure if that was actually implemented or not.)

At first I tried playing with my eyes closed an was immediately stuck on the first screen since nothing indicated to press a button to start the game. So I navigated a bit with my eyes open and once in gameplay tried playing with my eyes closed.

The voice lines for the directions from the creatures is a bit too distorted and muddy to make out what they are saying clearly. The main voice lines were a it muddy too. Look up how to use a noise reduction, compressor, eq filtering and normalize for audacity (or whatever program you use) That will elevate the audio to a brand new level!

Due to these issues I thought maybe this game was more meant for visual impairments other than complete blindness so I played squinted to give myself blurry vision. The large text, big characters and large direction indicators are a nice touch for this type of accessibility. The music was also a good choice. The victory sound was a bit loud compared to the rest of the game.

The gameplay itself was fantastic. simon says with timing bundled with a solid motivation/theming is a good start and adding in the twists of additional timings, blocking, and inversing the inputs occasionally made for a fun challenge. Only slight complaint I could give to gameplay is at first the window to respond for your button presses is very short which learning the game makes it feel a bit unfair to get smacked so quickly in the face lol. Also the difficulty spike on the boss having twice the amount of directions to remember on top of all the other gimmicks was a bit of struggle.  Possibly increasing the directions slowly as you move towards the big boss could have helped with prepping the user for that. 

Those are very minor things, so thanks for sharing this project. Very well done and you should be proud of what you pulled off here!

At first I tried playing with my eyes closed an was immediately stuck on the first screen since nothing indicated to press a button to start the game. So I navigated a bit with my eyes open and once in gameplay tried playing with my eyes closed.

The voice lines for the directions from the creatures is a bit too distorted and muddy to make out what they are saying clearly. The main voice lines were a it muddy too. Look up how to use a noise reduction, compressor, eq filtering and normalize for audacity (or whatever program you use) That will elevate the audio to a brand new level!

Due to these issues I thought maybe this game was more meant for visual impairments other than complete blindness so I played squinted to give myself blurry vision. The large text, big characters and large direction indicators are a nice touch for this type of accessibility. The music was also a good choice. The victory sound was a bit loud compared to the rest of the game.

The gameplay itself was fantastic. simon says with timing bundled with a solid motivation/theming is a good start and adding in the twists of additional timings, blocking, and inversing the inputs occasionally made for a fun challenge. Only slight complaint I could give to gameplay is at first the window to respond for your button presses is very short which learning the game makes it feel a bit unfair to get smacked so quickly in the face lol. Also the difficulty spike on the boss having twice the amount of directions to remember on top of all the other gimmicks was a bit of struggle.  Possibly increasing the directions slowly as you move towards the big boss could have helped with prepping the user for that. 

Those are very minor things, so thanks for sharing this project. Very well done and you should be proud of what you pulled off here!

I tried playing this with my eyes closed and no luck on even making it past the main menu. I'm assuming there was a misunderstanding about the theme of the jam. So since it was obvious that blind accessibility wasn't focused on in this game, I'll speak on other aspects.

The main menu looked very well done with nice art and easy to use UI (of course as a visual capable person)

The gameplay itself was a bit confusing. I honestly wasn't sure what my main objective was. I thought I found landmarks to move towards but always ended up dying walking towards anything. I was strafing around a lot so I am sure I bumped into stuff from the side. 

The models looked good and seemed cohesive for the story you were going for. The controls seemed smooth and responsive in regards of a standard FPS. It also ran smooth for a webgl build so good work there. 

Thanks for sharing your work, and I would have been interested in seeing your interpretation of a fully accessible game for vision impairments.  

This was a interesting take on an auto runner. Theming was very strong in your game which worked well. The main menu was incredibly easy to navigate and I liked how you looped the help lines unless shift was pressed. Never even considered that for our game. 

The main gameplay was a bit difficult to grasp at first due to the audio being kind of flat. What I mean by this is that when you use sonar, it does fade out a very little amount, but the bounce off is sharp. So if you send out sonar in all 3 lanes at once an the sonar hits in all 3 lanes at different times, it's impossible to tell where the bounce came from. 

This might be something that could be fixed by killing the sonar in the lanes you leave so only the sonar in your current lane is active.  As for the lane identifier, the pitch difference was very subtle to me so it was hard to differentiate what lane I was in. Maybe instead of a single audio identifier of what lane you are in, possibly a sound of swimming could be used that would change depending on the current lane? 

Fyi, I played through with my eyes closed first, and got to the game play. I honestly struggled to understand if I was playing the game right until I opened my eyes. I think some minor tweaks to the gameplay itself would greatly benefit this game! Nice work overall though and thanks for sharing it! 

That makes a lot of sense. And it seems like for this game jam, they are more interested in getting developers to think about accessibility more than they care about the competition side of things. I know I learned a lot and even our game could use a good more amount of polishing! The fact you guys did this all in a week is incredible though. You and your brother have a lot of skill and talent so I can't wait to find more of what you guys do!

This is a really good starting point for a rhythm game. I couldn't tell if the game was suppose to end or if I got a bug, but the level after the tutorial just goes quite and nothing happens, so I am assuming I beat it. I like these type of games in general so an more polished experiences would be pretty cool. 

As an fyi, I played initially with my eyes closed and was able to make it to the end of level 1, but opened once nothing seemed to be happening. 

Great work for a day!

This was a fun take on navigation by audio. The only issue I had was there wasn't a clear indicator of which direction to go, so it felt kind of trial and error to get through the game. The voice acting was a very nice touch. Good work with what you did here!

As an fyi, I played through with my eyes close initially and was able to navigate through the entire game. It was a little difficult for me to remember the different controls at the main menu but nothing critical found.

This is a great start to a simon says style game. I don't have any vision impairments so I am attempting to play all these games with my eyes closed. This game was easily playable. A bit simplistic for me personally but more unique patterns being used or varying patterns during each round could make it more challenging. I did replay it with my eyes open and the character is well done!

The nose looks so phallic lol 

Mario trying to escape the shadow realm

That's awesome, canvas Mario

Hiding the mustache makes this even more uncomfortable to look at lol

Melted Mario is a new one lol

Kinda looks like a character from the old tv show "the pj's" lol

(2 edits)

If you are on a computer, you should be able to use a screen capture/snipping tool. Then once you have it saved on your desktop, you can use the add image button at the bottom of the text box when you are leaving a comment


maaMaA MiIaAA

lol looks demented 

I didn't even realize you could get the eyebrows to do that lol

For sure, jams really do help give the realization that over estimating abilities and under estimating the struggles is common lol

This was a nice multi tasking type of game. The length of the rescue could have definitely been trimmed since the gameplay mechanics weren't strong enough to hold up for that length of gameplay. It start off strong but since nothing really new was added, there wasn't much to keep it interesting once you learned the layout. Good work overall. (plus running out of time for audio always stinks. Keep your head up and keep working on your game dev journey!)

Very well polished gameplay. The puzzles were very simple but they were perfect for a jam style game. I could easily see more added to this game and eventually ramp up the difficulty. You should be very proud of your work on this. 

Interesting concept. The gameplay itself had some minor issues such as a weird player hitbox and somewhat sluggish character for the stealth sections. The ability to control the camera was fairly unique but seemed very limited in implementation in terms of an actual need to use outside of an arbitrary "need to move just to see". This could make for some clever puzzles or timed actions that require you to look out. Solid base game though!

This is the starting of a solid gameplay loop. I did have the game crash on me while trying to talk to one of the people (towards the bottom of the screen in the hotel lobby) and another when trying to enter the door at the bottom of the screen in the hotel lobby. Due to the 2nd crash, I didn't attempt to play through anymore. Main areas I could see improved is a more consistent art style, and a more buttoned up gameplay experience (less crashes). You made good audio choices and the main detective gameplay loop seemed to be pretty good

Seems like you might have ran out of time while making this one. Match 3 games are always a solid base game mechanic. Seem to be missing audio, lose state, and win state. Good start to what you had though

*le memes*

This was a solid puzzle platformer. The only nitpick I have with these type of games is that I normally can solve the level in my mind before doing anything, so it's just execution beyond that point. That's more of a systemic issue with this type of genre though lol The controls worked well, with the only complaint in this department being the block placement. Since it isn't grid based, it's pretty easy to misjudge position/colliders forcing a level restart

You nailed the theme, the puzzles were just the right amount of challenge. The only real nitpick I would have with this game was making the smaller box a bit bigger to make it a bit easier to see what was inside it. Couple times I had to switch back and forth just to make sure I wasn't seeing a stray pixel lol

This had a solid base but some general game design techniques could have helped here. 

-I thought the main menu was frozen since my mouse cursor was on my second monitor. Maybe lock the player's mouse to the screen (with option to release lock via "esc" key) when you are using this type of gimmick. Or just don't have that effect on the main menu. Try to reduce barriers of entry to the gameplay as much as possible. (it is a cool effect, just needed to be setup more friendly for the player)


-The goal of the game seemed a little unclear. I know your game description mentioned not to fall for false exits, but maybe it could have said something like "you are a girl trapped in a abandoned house. Her only way out is to find the hidden exit in the closet (this is just example text, use what would work for your game/story). This helps guide the player without outright telling them how to exactly figure out the mystery. 

-Art direction could have helped with guiding the player as well. Maybe path ways of blood leading towards where the player needs to go. Or you find more destroyed furniture as you get closer to where you need to go. This helps indicate to the player they are on the right path with the added benefit of adding more suspense to the player, since those visual can really mess with the players mind. 


I hope this feedback helps you continue your game dev journey!

This was a strong entry. The main gameplay loop was simplistic but engaging. Only real negative is even with the add difficulty, the gameplay was still fairly simple and felt a bit repetitive towards the end. Not sure how to fix that other than maybe speed up animations and reduce total time each section took. Good game length though for a jam.

For sure, ran into an issue with unity's audio mixer not working in webGL builds. Only had about 8 hours to work on this project so a short visual novel style of game was as good as I was going to get lol

The art looked great here, boss. Nice efficiency reusing the bg art since the characters and items were more important to the player. I got the good ending, always feels wrong to do the "bad" ending in these type of games. lol

Wasn't expecting a meditation game, but the art was awesome and the timing of the button presses matched to breathing was very nicely done.

Very strongly put together game. The mechanic is simple but challenging. I did have the probably of inverting the direction of rotation in my mind a lot while playing causing for some tense moments. 

This was a great concept, but not gonna lie, I am definitely not a keyboard & mouse gamer so getting the platforming to work well for me was a struggle, mainly the wall jumps. Some level music would have been great to keep the levels entertaining