No problem i always try to give detailed feedback on games i try :)
PixelMetalWolf
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Thanks Lyon Mistwalker !
Yeah i couldn’t really think of a good button for the jump since i wanted to have the “2 d pad system” in hindsight i think this kind of control scheme probably would have worked better for something topdown.
Now i tried stick movement at some point but reverted back to digital cause i’ve encountered an issue i couldn’t fix in time during the jam where the sprite flip is tied directly to the input, but since the analog input uses floats the sprite deforms weirdly.
Yup Weapon pickup issue is noted, if i get time post jam i’ll have them use a manual pickup system.
Glad you liked the art music and weapon variety still and that you had fun playing :)
Solid Hangar maintenance simulation !
The overall presentation is stellar, i really like the fact that you start with the waring lights and alarm of the mech coming down the elevator for inspection, and i dig all the cool little info you get on the top left like the callsign and former pilot etc…
Gameplay loop is reaaly nice as well where it intices you to go step by step, checking if all parts are there, checking damage types and all.
The one detail i absolutely liked though, you get to choose your own music while you work and my personal favorites were the rock tracks :D
Cool game you guys did great :)
Cool mech maintenance simulator
First of all i really like ,the sense of scale you get just being in the hangar facing the mech.
Then i liked the different fuseboxes and switched you have to physically get to on the mech and then interract with.
My only gripe is that the sequences to setting the components should be acessible inside the game ont on an external file :(
Other than that it’s a neat entry, good job to you guys ^^
Thanks for giving my game a shot SleepyJack !
Glad you liked the weapon variety ^^ To be fair i probably wouldn’t have been able to make these many levels if they hadn’t changed the tileset system in Godot 4, it’s so much simpler to use now so that saved me a bunch of time compared to how it used to be :p
As for the weapons i have a bit more experience now so i can implement some of the base elements kinda faster than before. But i wanted to try a bunch of new types i hadn’t tackled before for variety’s sake and hopefully it seemed to pay off in the end XD
Yeah i’ve noted that issue from feedback, if i get some post jam time i think i’ll go for the “press key to pickup” option so that players have more control over the weapon selection.
Thanks for playing None !
Happy that you liked the artstyle, customization options weapons and music :D
Haha i’m glad you liked these 2, the flamethrower in particular cause it was my first try making one so i hoped it wouldn’t look/feel bad to use so mission accomplished if it ended up as one ov your faves ^^
Yup can’t argue that level design lacks a bit of polish, should have playtested a bit more but yeah time got short, same goes for the music, i made it a bit late in developement so i didn’t made that long of a track just made a small variant with it for the menus to have them feel less empty.
I’m a big run and gun fan so it makes me really happy that you thought my game’s a good one thanks again :)
PS : i think you got an accidental double post so i deleted the double
Really cool visual novel
I like the setting, it has good world building with the whole special mech rigs to travel the harsh conditions.
the artwork in general is pretty neat as well, music is quite chill and fits the vibe of the story well.
I really liked that it involves you a bit more than usual for a visual novel with frequent choices and some resources you have to pay attention to.
The only real issue i had is that it is quite short, but considering the jam’s time that’s perfectly understandable that you didn’t have time to make more :)
Overall great base you can build upon to make a fuller game, well done team ^^
Can’t get more authentic than an actual Gameboy game, impressive :o
I really like the aesthetic of this, it has a very megaman vibe to it, it almost feels like you’ve added the ridable suits mechanic from X4 into one of the classic 8bit episodes :D
Music is also quite a bop.
Gameplay is fine but has its quirks, i couldn’t figure out how to use the wrench powerup, i suppose it’s a passive thing cause i sometimes got some hp back for the mech when i ejected in time ?
Also while i get that you made the pilot weak to contrast with the mech, dying in 2 hits is a bit rough, especially since you have to fight a mech on foot to reach yours O_o quite a spike from the start. Once you reach it things get a bit better since you can heal the pilot when mounting the mech.
Other than that i had fun trying this, it’s really polished for a jam entry especially considering it is an actual gameboy game.
Great job to you guys :)
Nice tiny platformer adventure.
First i’m gonna get this out of the way cause it’s been said but yup you should indicate that you can walljump either on your game’s page or on the game itself so player fully know how the game controls. Once you know that though the platforming and puzzles are quite enjoyable, i could see this having more levels some sounds added etc.. for post jam content if you plan to do so ^^
My only gripe with this is that the difficulty is a bit unbalanced and on the harder side. Some of the pitfalls (especially those where you have to activate a switch in mid air) give you little to no time to react and go for the walljump to bounce back out, maybe have the killzone put just a tiny bit lower to help with that. Also the final level with the swiping laser is way too hard O_o i managed to beat it a bit by chance cause there doesn’t seem to be a reliable way to get to the safe zone consistently without dying.
Other than that it’s a nice little entry, you did well :)
Awesomely made puzzle game !
This one has got tons of polish for a jam entry, i really liked the puzzle progression and the subtle way each new mechanic was introduced, especially since you’re encouraging players to just move ahead and try something to see what happens.
The 2 robot sprites are really cool as well and the music tracks are also pretty catchy.
Overall this reminded me a lot of Lost Vikings mixed in with the old Star Wars Droidworks game and that blend works really well.
The only slight issue i had is that for some reason one music track started glitching and sklipping but other than that didn’t have any issue with the game and even managed to reach the end.
Great job to you guys :)
Solid strategy/tactics type Rpg game
I really like it, the setting alone is really cool with that sort of fantasy meets sci fi kinda vibe and i really like the aspect of having to hunt down the mechs cause they are one of the only way to get resources in this new echosystem.
The spritework in general both the enemy mechs and the different units and character portraits look incredible !
And i really like the grid based movement for the turns, in a way even the stats displayed on how many enemies you’re about to encounter and potential resources gained for the mission description really reminded me a lot of the old Heroes of might and magic games. I also really enjoyed the army composition where you have quite a variety of standard units to recruit as well as some very cool heroes :D
The music is also really awesome in this the track fits the setting perfectly, which oddly brings me to just the one setback i have with the game, i think the audio glitched out, when playing i thought the drums sounded a bit weird, and i think for some reason the game seems to start overlaying the song multiple times over itself O_o at least that’s what it sounded like not sure what happened here, shame cause the song itself is awesome.
Other than this strange issue, i had a fun time playing this, great job to you all :)
Nice litlle atmospheric adventure
I like the vibe the game has and it’s a cool concept to run around collecting memory fragments to piece the story back together, and i really like how the memories themselves tell that without any text just cool artworks :)
The memory collection minigame is also pretty well made and i like the idea of the timer being represented by a circle closing in.
In general the presentation and music are really good as well, and i like how the story unveils some darker details as you progress.
My only slight issue is some of the memory minigames are quite hard, i had no idea where to go, how many elements i had to get to collect the memory and the timer was really tight in some of these O_o so i got stuck with i assume were 2 or 3 memories left to collect cause the last one i reached i couldn’t manage to complete the maze, just needs a bit of rebalancing for these segments and maybe have some indicators for how many total memories you have/need and same with the elements nedded to uncover a memory in the minigame parts.
Now other than that it is really a cool experience, and i think you did a good job :)
Nice shooter with some very impressive Ai !
I really like the very “realistic” retro look with these textures that look like very low res photos, that city map is really a cool playground for a mech battle XD
The only think i didn’t like all that much visually is the CRT filter, it looks a bit too heavy i.m.o if you just tone it down a bit it would be way better.
Controls wise you should add a mouse sensitivity setting, cause the default one is going to be very hit or miss depending on players, i personally felt it was way too low considering how fast you have to react to get a few shots at the ace.
Speaking of with, like i said that AI is very impressive, it really reminded me of some of the best multiplayer bots i faced when playing solo on some arena shooters back in the day but only here they’re at their highest difficulty setting XD That guy isn’t joking around and is so hard to find / hit and it’s impressive how well he manages to flank you and goes for hit and run.
Overall solid game base, just needs a few adjustments here and there, good job :)
Intense Mech typing action !
For a typing game this was tons of fun, i really like the music and spritework, and the use of lighting was also top notch.
I can’t touchtype, so the game was particularilly intense for me but i had a blast, i didn’t expect some of these long ass words :p
The only slight confusion i had was to start the game, i tried clicking and every usual select button in games, but then it hit me, you gotta type “Ready” to start, i think you should add a little prompt to tell players that otherwise there are gonna be some people stuck at the start screen.
Other than that, really fun and solid, great job :)
Thanks for your detailed feedback Denny’sGuy !
I tried my hand at the engine’s 2D lighting system to give a bit more juice to the weapons when firing, and since i made a past entry in a similar style but that felt very 16 bit i thought the overall more colorful sprites and light system would make it look like a more Pc or 32 bit cd based game, so i’m glad i seemed to achieve that from what you’re saying :D
Difficulty wise i tend to lean towards the easier side as well especially for jams cause i want to avoid player frustration, my personal philosophy on this is that i want to make retro inspired games with the visual and audio styles of the times, but to avoid all the game design and gameplay flaws they had back then as much as possible, though i’ll admit proper balance is still hard on such a short time.
Yeah i wanted to have independent aim and movement so players could dodge more easily, i gotta be honest though i didn’t even think of separating the upper/lower parts indeed this would make the movement separation a bit more obvious, gotta look into that if i get time post jam.
I think i made the player’s shots a bit too slow in general, so i’ll have to adjust that, i didn’t playtest enough to get things adjusted better.
The Hp powerups thing is puirely cause i managed my time poorly and didn’t have time to make some and place them in levels, though i gotta say i kinda like your suggestion with some Armored core style repair stations instead cause that would be something a bit different so i’ll see if i can try that if i get time post jam ^^
The weapons were initially placed grouped like that cause of the co-op element as i wanted players to always have something available for both but without proper playstesting of the multi i can get it feels a bit akwardly placed at times :/ I wanted something a bit more Contra-Like so i don’t think i’ll have a whole Doom Style arsenal but i’ll see if i can maybe add a Pickup prompt or something so you can just walk over weapons you don’t want to avoid jumping over them. Glad you liked the variety though, and it seems like a lot of people did which makes me very happy :D
i spent (way too much) quite a lot of time and had a lot of fun making these XD
Pretty original gameplay loop !
I like the fact that this sorta feels like a Jrpg but with real time action game elements thrown into the mix, with the movement fully handled on the minimap and the cockpit view for fights.
The spritework is really cool in this as well, both for the enemy designs and the Ui which is very immersive.
If i had to nitpick i’d say i was just a bit confused by the objectives, cause sometimes i still had some locations visible on the minimap but the game went hey mission complete pick a thing and move on so i’m not quite sure how that worked :p
Other than that had some fun, well done :)
First of all important info : i’m on windows and i played the web version, i had the broken font as well so i’m not sure what’s the issue but it doesn’t seem to be linux specific, hope this helps :/
About the game itself, i managed to figure out the start button despite the broken font and i really liked it, it’s a solid top down shooter and i like the very “Giger-esque” background, paired with the ominous music it really makes you feel like you’re attacking some strange alien fortress. I dig the fact that your mech has both a gun and a melee attack,
i’d say visually it just needs a bit more flair with a few more effects and all but i totally get this isn’t a priority for a jam version cause of the work to make everything esle especially solo ^^
I’m not counting the font thing into the rating cause this is basically the type of thing you don’t really have control over.
It’s honestly a good base it already has quite some character to it, well done :)
No problem dude :)
I just thought it was a really cool detail to be noted with the custom avatars and all it’s such a cool way to integrate credits in the game !
Dang well he fits rather well with your assets and well jams be jams you can always finish your own character to add post jam, though it would be cool if you keep the space viking idea i don’t know why but it works really well i.m.o
I see, well balancing is difficult and at the end your game your choices ^^
Thanks for playing Dangalletti :D
Glad you liked the art in general as well as the weapon variety, and well can’t argue with that, just like Zorg said : “Thick southern accent My favorite !” and i’m really happy to see so much people really dig the guns, all that woprk wasn’t in vain :p
Yeah both the level design and the control scheme i decided on to allow for co-op didn’t help in some situation, looking back i feel some of these enemy placement posed least of a problem in a similar past entry where i had mouse aiming cause you could hit more angles.
Funny thing though is that i manted to have independant movement and aim to help the game feel a bit less stiff than some of the older Contra games where you couldn’t lock your aim cause you didn’t have enough buttons on the controller XD
Pretty cool mini turn based rpg.
I dig eh low poly humanoid mechs, and the detail that every weapon and upgrade is visible onto the model, i think this could only get better with a few textures to make a bit more detail on everything but the models already look cool ^^
My only gripe is the somewhat confusing upgrade system, i didn’t really get how i could equip some elements i randomly got it when clicking upgrade and then i had an option to equip some guns and all, i think there’s nothing wrong with the system itself but the UI should be reworked a bit to make things more clear.
Other than that it was a fun experience i managed to beat all the levels and i tried repeating a few after that just to see if i could max out the upgrades :p
Pretty cool top down shooter.
I really enjoyed this one, the spritework for the enemies and player mech are nice, and i really dig the flamethrower’s effect !
The little how to esction showcasing all the info is also a cool q.o.l thing to have so you can lookup all you need before starting a run without having to search the info on the page and all.
Music is also pretty cool by my book ^^
If i had to nitpick i’d say the game just lacks a bit of feedback, like more juicy explosions screenshake and all to give the game a bit more oomphf and livelyness.
But other than that it’s quite solid and i had a good time :)
Okay so ignore my previous comment, i goofed up and wrote the review of a different game on the wrong page -_-
So about This one,
I really like the models here there is quite a lot of enemy variety, and i also like the fact that the upgrades are effortless, all you gotta do is go back to the furnace once you have enough scrap and bam you get a new hovering gun drone shooting along XD visually i also enjoyed the minimalist approach where your Hp is only shown when hit and in a nice circle bar around your character, the fact the enemies had health bars displayed is also a nice touch.
The music is also pretty rad.
I think the only small issue here is that there’s not that much feedback for hits wether it’s the player or the enemies, the lack of sound effects also didn’t really help much with that :(
Other than that everything works well and it’s fun to play and try to survive as long as possible. Good Job guys :)
No worries, It’s just that its something i noticed way back in the past with inputs mapped to arrowkeys in general for some odd reason they dont like having multiple inputs applies with certain keys pressed and that’s probably what happened here, so i didn’t personally count this as an issue with the game itself :)
Real cool tower defense/platformer hybrid !
I really like the mech sprites they have some sort of Tokkusatu vibe to them (especially the gun and laser units) the main character’s design is rad as well he’s like a space viking XD
THe music is also pretty awesome, these synth tracks really do fit the space theme, and i think i can’t pick a favorite between the main title theme and the battle theme :p
Gameplay wise the concept is good, but since you have to mine the resources first, the early game can be quite hard cause you gotta quickly build the 2 mining mechs than have at least a fighting one on each side to not get screwed, i kinda wish there was a way to have the player fight as well duting the battles :(
I’ve had a funny physics glitch as well where i built a mech just barely in time so he got spawned ontop of an ant and surfed on its back while shooting :p
However these don’t detract from all the good aspects the game has got going for it, it’s a solid base that is fun to play even if it still needs a bit of tinkering here and there.
Also the team portraits in the credits sections look really cool !
Good job to you all guys ^^
Real cool idle game with a twist
I really dig the overall presentation with all the little sprites for the drones resources etc.. all presented through a cool CRT style filter, The 3D models for me are totally what steal the show visually, love that very Megaman Legends style of texturing :D
The sound design is also pretty good, these jungle tracks are a perfect fit for a space themed game.
My only gripe is that the menu system can feel a bit heavy handed, i was confused at first about the drones and mining related purchases not being in the “Shop” menu untill i realised this shop was exclusively for mech parts :/
Other than that slight confusion it’s a neat concept, good job :)
Impressive High bit Sprite based Fps !
Shoutout to your artists cause the spritework and the full 3D map are top notch, for some reason this felt to me like some obscure GBA sprite fps that got an HD pc re-relase with mouselook and all XD
The sense of scale of the map is incredible as well :o
Music is pretty neat also, gameplay wise the controls are nice and i liked the fact that you’ve put a tutorial so that you can test everything out before going into the action.
My only gripe is that the feedback in general feels a bit weak, and the pickups were a bit unclear as to each of them do.
Other than that it’s a solid entry, i really like the separate weapons for each arm and the dash system, and i can totally picture a fuller version of this with more weapon sets to equip and more objectives on different maps, and with the space travelling theme you’ve got in the story that leaves you with a lot of possibilities :)
You guys did great !





















