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mecha-rm

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A member registered Mar 26, 2021 · View creator page →

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Thank you.

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The browser version looks like this when I try to run it (see below).


The colliders for the buttons appear to be in the right place (as-in, they're where they would be if the game filled the whole window), but the game screen itself is smaller than the space it's supposed to occupy. The "Made in Unity" intro is at the proper screen size/resolution, but the game itself looks like this.

I was able to get past this screen and set the game to full-screen, which fixed the issue. However, when I changed the resolution to something else, it screwed it up again. If I had to guess, I think there's something changing the resolution in-game from what it's default is in Unity, which is causing these issues. Maybe you have a line of code somewhere that's manually changing the resolution at the initialization phase? I've done that before, and run into similar issues.

I recommend disabling in-game resolution adjustment for your browser games, because it tends to cause problems when integrated with Itch.io. The full-screen option works fine, but any other resolution change causes problems in my experience. I don't know if this is just an Itch.io thing, or if all browser players have this issue, but that's just what I do.

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I played the game through the downloadable version (the browser version is bugged for me), and it's great so far! I made it through about 10 days, and used both the auto-aim and auto-planting. I tried manual aiming and planting a bit too, and they both work fine. I think I prefer the auto settings, but I never did a long playthrough with manual only.


I really like the game! I don't typically play games like this, but I understood it pretty quickly. The art, music, and sound design are all great too! Speaking on the difficulty, things seem pretty well balanced from what I played. There aren't many reliable healing options though (at least from what I saw), so I don't know how steep the difficulty curve is. But outside of all that, I don't have any complaints gameplay-wise. The team did a great job!

Just to end things off, the menus appear to be a little glitched. If you open the settings menu while in the shop, the shop buttons that aren't covered by the settings menu can still be interacted with. Also, if you hit 'quit' from the field/game area (which prompts you to exit the game), the game just kills you and puts you in the house (exiting the game from the house works). And if you open up the tutorial from the settings menu it will just throw you back into the game when it's finished instead of back into the settings menu (I don't know if this was intentional, but it was something I noticed). Outside of these issues, I didn't encounter any bugs in the game area itself, so everything looks pretty stable.


Keep up the great work! I'm looking forward to seeing what the final game is like!

Thank you for the feedback.

The lack of animation, sound, and player information (e.g., not showing the base scrap total until the end) definitely hurt the game a bit. I probably should've tuned some things down so that the game was more polished overall. Well, something to improve for next time I suppose.

Thank you for the feedback.

In hindsight, I probably should've made the world tiles bigger, and slowed the player down. I notice that it's almost impossible to maneuver between two bottomless pits with how fast the player goes. I wanted to make sure the player could get around quickly with the 5 minute time limit, but I took it too far in the opposite direction. I definitely tried to do a little too much for this game jam.

Not really my kind of game, but I can see a lot of effort went into it. I don't know how much of it was original assets for this project, but either way, it looks very professional and well put together. I didn't get very far into it, so I don't know if there's any puzzles or diverging paths, but it's something to explore in the future if you ever want to make more projects like this. Great work!

I think you all did a good job. I like the premise, and I think the gameplay could be expanded if you all wanted to keep working on this. As for critiques, the character selection screen doesn't appear to work, and I honestly couldn't get far past the starting area. I can see from the screenshots that there are other areas, but I couldn't find a way past the starting group of enemies. Other comments don't seem to mention this, so maybe I just missed something? I wish I could explore the game more, but for what I did see, I can tell a strong effort was put in, and that there's potential for building off of it all.


Great job on the game jam!

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So, a couple things I noticed:

1. You submitted a whole Unity project, not a build of any game.

2. There isn't much of anything in the Unity project. No art assets, no scripts, and only a SampleScene. And while I can't open the Unity project (I don't have this project's version downloaded), a quick glance makes it appear that said SampleScene has had little to no changes.

I don't know if something happened on your end, but I'm not going to rate it, since there's nothing to actually rate.

I think the game looks really good, and that it has an interesting setup. Having to string along different messages and set the settings correctly are a cool puzzle concept. The visuals are also pretty detailed, and the audio is pretty crisp as well.


My only real critique is that of the abrupt ending. It appears that the game has no actual end, and that the voice call that gives you the directions of (2, -4) don't lead to anything. This is a game jam game, so games are expected to be short and simple, but I wish there was some indicator for when the game is over. Either way, this is an interesting game concept to explore in the future if you want to.


Great job!

The game's pretty fun, and looks really cool. It really sells the apocalypse theme well, and I like the top-down shooter gameplay. The art and sound are both fantastically implemented as well, as they really help enhance the player experience.

Two small critiques I want to address are regarding the spawn system and the kill system. The zombies generally spawn in a suitable place, but there are times where they'd spawn on top of me, especially if I was moving around while waiting for them to spawn. As for the kill system, I see what you were going for, but I spent a little bit too long dodging zombies while waiting for the right color to spawn. I did encounter the rainbow ammo, but I assume that ammo type is rare. 


Overall, the game is a well-rounded package that's well put together. The team did a great job!

I wasn't expecting a 'Choose Your Own Adventure/Turn-Based RPG' hybrid, so that was a nice surprise. I think the game is pretty good overall. I only did one playthrough, so I don't know how different the routes are, but this is something you could expand on if you want. It could have some good replayability too if you diversify options further. On another note, I think the presentation is decent as well. I'm sure the art assets had to be rushed a bit since this is a week-long game jam and all, but for what you have, I think you got the atmosphere across pretty well.

Going onto some small critiques, the turns seem a bit slow. I know they're supposed to give you time to read things, but I think having a 'next' button so that you don't have to wait for the auto-scroll may be a good addition. Also, it doesn't appear that there's any consequences to picking up weapons or health packs instead of going straight to the next objective? Maybe there is, and I just didn't notice, but the game doesn't really give me any strong indication of that. If I'm wrong, I apologize, but I think it's something you may want to revisit if you ever expand on the game.

Overall, you did a good job! Great work!

I think you all did a great job!  I played the browser version, so my comments will be based on that.


I wasn't sure how the game connected to the game jam theme at the start, but seeing things change visually and musically, along with the radio dialogue explaining it all was a really neat idea, and I think you incorporated the 'Doomsday' theme well overall. As for the visuals, I think they're really well done. The sprites are simple, but effective, and everything is well defined. Not only that, the music and sound effects do a lot to enhance the player experience and the game's narrative. On a related note, I appreciate the inclusion of a fish compendium, not only giving fish facts but also providing further context to the character's thoughts. 


Going onto some small critiques, the game feels kind of slow. I don't know if I could've sped it up,  but there's a bit too much downtime between fish catches and the radio text being displayed. On another note, the game is short enough that the gameplay stays fun throughout, but it didn't feel like things got much harder near the end.  Finally, while the game is pretty technically solid, the cooler icon seems a bit buggy. On my first attempt I closed the cooler window, but I couldn't seem to open it again. On my second attempt, I couldn't close the cooler, and the game progressed like normal despite the cooler UI still being present. I don't know if the download version has these issues, but the browser version did for me.


With all that said though, you all did an awesome job! Good work!

The game is great! The gameplay, the visuals, and the sound are all well done! It is a little glitchy, but that's to be expected given that it's a game jam game and all. It's cool that you got it playable in the browser too (which is the version I played). Outside of bug fixes, the only recommendation I have is to change the sprites for the players and enemies. I think using arrows or triangles would've been better, because it's hard to tell where everyone is looking when we're all squares.


Just to briefly mention them, I encountered 2 major bugs. The first one is a death bug, where instead of sending me back to the start of the room I was currently in, the game sent me back to the room I was in when I got a game over last time, which I imagine is just a small coding oversight. The second one is being unable to move when the game starts. This usually fixes itself, but in one attempt (after a game over) I was stuck in place until the timer ran out. The game's short enough that these aren't too frustrating, but they are things to address if you come back to it.


Regardless of all that, you all did a great job! Great work!

I like the look and atmosphere of the game, but it doesn't seem like there's much to do in it, unless I missed something? It's a game jam game of course, so I'm not expecting a lengthy experience or anything, but I think some stronger puzzle and/or exploration elements would've helped a lot. I'd also recommend explaining the controls either in the game itself, or in the Itch.io page description, since those weren't immediately clear.  Either way, I like what you have here, and I think you could take the game's themes farther in an update or future project if you want. Good job! And thank you for making it playable through the browser too!

Is it okay to edit the game page after the game is submitted to the game jam (while within the review period), as long as the game executable is not replaced? The game jam shows the submission time of the page, but I don't know if it shows the upload date of the executable if it's being played in browser. I'm also not sure if that goes against the rules or not.

Game is really great! My only recommendation is that I think it'd be better if the "time's running low" music kicked in a little sooner. Maybe have a clock ticking effect or something else for when things are right about to end instead, but that's just a minor critique. Great job!

Controls are a bit finicky in some places, but otherwise, it's pretty well put together. Great work!

The game was a bit confusing to figure out at first, but I was able to get the hang of it. I think the game would benefit from having more overt instructions to look at, as I didn't expect to be thrown into it so quickly. I also think that it could do more to ramp up the difficulty, like doing multiple orders at once or having more options added for the ingredients. Still, the gameplay is fine, and both the visuals and music were well done. Good job.

Great job with the game! The physics feel a little awkward, but it didn't take long for me to get used to them. The music is really great too.

Awesome game. Everything about is really well done. I admittingly found the physics of the game a bit floaty and awkward (which given that they're ghosts I guess makes sense), but I got used to it pretty easily. Good job!

This game is really well done. The gameplay, visuals, and audio all come together really well. It also has good polish too, especially considering it was made for a 3-day game jam. Great work!

Wow, you did a great job on this! I think being able to use the vacuum indefinitely might make things a little bit easy, but even with that, the game still has a good challenge. Nice work.

Wow, you did a great job on this! I think being able to use the vacuum indefinitely might make things a little bit easy, but even with that, the game still has a good challenge. Nice work.

Game is pretty good. I think you could make this into a more full-fledged title if you wanted.

Hello. I'm interested in entering this game jam, but I'm still unsure about it (I haven't joined at the time of this post).

I know the page mentions that there's a Discord and a subreddit, but it is a requirement to join them to participate in this game jam? On a related note, I know the page mentions some prizes as well, but do we only get them if we're part of both, even if all we won is the consolation artwork?