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mukashan

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A member registered 21 days ago · View creator page →

Creator of

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This was a great entry.  The art is beautiful, and it feels very polished.  Brutal difficulty, but not in an unfair way, just in a satisfying boss battle way.  Could easily be expanded to a longer game that ends with a battle like that.

The art has great style, except I'd often lose the dark character silhouette on the dark areas of the mech when trying to jump over bullets.

I never did beat the mech, but at least I can see the good ending on Youtube....... Oh.

I didn't actually find anyone to play it with, but I've read through the rules and... well, imagined playing it.

I like the variety in the equipment, not just having higher damage, and I like the idea of tearing down your mech mid-combat, sounds like it could add a cool dynamic.

A neat thing to add would be a automated GM algorithm for solo play.  Also, building a pilot character could be expanded by adding game effects to the choices.

(PS: Chainsaw needs a buff, it's worse than Sword and Katana and Power Fist :P)

This is amazing, super well polished.

Love the 3d pixel-art effect.  The shells bouncing across the ground is a nice touch.  The shadow of your health bar made me laugh.

The controls felt good, the reticule snapping to targets works well, and having all your HUD info on it is a cool effect.

Love it!

The artwork's cool, and I like the little robot guy.

Would be nice to be able to do a little more.  Like send him to mine asteroids while you Pomodoro, and then use the ore to choose the upgrades you add to him and make him yours.

Lotta fun!  Nice mech designs, good animations, cool level.

Couple things to take it up a level: it wasn't immediately clear to me I had to target with the mouse, I kinda thought it was just attacking in a random direction.  Maybe an arc or arrow that follows the mouse around even when not attacking would give more feedback.  And a bunch of times I thought I had just enough room to squeak through but ended up taking damage.

Great job!

The intro story is fun and character art well done.

I couldn't really get a feel for the combat.  I can transform and shoot, but otherwise it feels sort of stuck to the background.  I stumbled onto some enemies at one point, but I couldn't turn to face them.

I see now there's a note that Controller is required.  Knowing that, the controls do work a lot better, and flipping to mech mode to dodge bullets feels cool.  It's still tricky to feel how the player is moving, so some background or space dust moving would help.  Also a map or arrows to point to where the robots are would help.

Pretty good.  Nice art, cool sounding world building.  The battle screen is awesome!

Each of the three screens works well on its own, but the next thing is seeing them all work together.  Like what do all these crystals do in the real world? I must know!

The art is absolutely fantastic! And it's super cool to see your progress through the journals.

Dropping the mechs into the middle of city streets gives them a great sense of scale, and the way they move slowly and deliberately does give them the feeling of being construction equipment smashing.

Movement style makes me think it could be a neat mix of puzzle and beat 'em up aspects.  Know you didn't get as far as you wanted, but still has some really cool potential.

This is nice, the style is very cute and efficient, gives retro Flash game vibes.  And even though it's going for cute, the sound and animation do give the mech weight and even character.  Love that you've even managed to put multiple levels together.  Well done!

This was my first jam, so I'm just impressed that I got mine even close to "a game".

The day before submissions closed, I had a bunch of stuff that was sort of working, but it was all disconnected and run through a debug menu, so you were basically playing against yourself.  Day of, managed to get the computer to fight back, and added an upgrade system to give you a little bit of choice in how you're building.

There's a lot of stuff that I would have liked to have added, more levels, some bug fixes, more enemy types, sound, etc.  But some of it I didn't have time to learn, and some of it I sacrificed for more important stuff.  Next time!