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Love the aesthetic and mech movement! The slowness of the normal mech walking forces me to get better at using the booster, and I love how the occasional big clusters of targets encourages the melee sweeping to really bring out the coolness of that attack feature. Really enjoying all the energy that went into the game feel and design., seeing the recharge times in the bottom left helped a ton. What a treat to play!
Yeah the game breaking is... embarrassing LOL but that's where our team got to before the deadline. Lessons learned for next time haha. I definitely agree about the UI design and flow, things we didn't put enough upfront consideration & appreciation for. Appreciate your time, thanks for sharing your thoughts with us!
What an interesting twist on the idle genre! I wish the text was a bit more readable, the pressure to quickly scan the shop and main screen for the scout drone and mech components needed to upgrade may be part of the intentional gameplay loop though. Same with the upgrade screen--it took a while to parse what the options were while rocks were flying towards my drones! I eventually upgraded my plasma generator speed to the point where I was at -2000 silver ore and had to call it quits haha. I think having some readout for "rate of collection per second" for each stat would be nice at-a-glance, which scales for each drone you purchase and the upgrades attached.
Love the music, love the aesthetic, a solid replayable game jam entry!
Hey thanks for the feedback! Our team definitely would have loved to polish the UI work, accessibility of the game text size, and scene transitions, which we perhaps should have put more emphasis on considering this was a visual novel... haha! Hooking people with the narrative was definitely the hardest sell but MechJam was a fun way to experiment as a first project for our team. Thanks for your time!
Love the locking-on system! I wish the melee dash would account for verticality of the opponent and that the main machine gun shooting felt more satisfying, but otherwise this game's aesthetic and polish is the ABSOLUTE PEAK. Absolute artistry and command over the engine and your art assets, this was such a gorgeous experience and I'm surprised at how many levels your team squeezed into this game jam. Appreciated the end credit dedications too, peace and love!
Hey I loved how this reminded me of the arcade game seen in that one Patlabor episode. The enemy AI movement is incredible, it's misdirecting and uses cover and weaves around! The difficulty for me was timing my aiming with the camera shakes that I love with the heavy weight of the mech. I wish the enemy had as long a reload time as we did to exploit lol. What a great game jam game, thanks for making it!
Hi! I *love* the diction and visual aesthetic of the game. The way that the UI is displayed and tracking the narrative events/dialogue options are *chef's kiss* filled with so much aesthetic and tone and vibe. Sick OST changes too, hopefully there's a way to fade in/out between them in the future. Great work!
These have so much energy, I love these and I think they sound like real game music that I'd listen to. I think the sound quality of the VSTs you're using feel stylistically appropriate for the uplifting nature of your tracks, but I wonder if realistic-quality VSTs would elevate your already stellar compositions into the stratosphere. That being said I really love the sound of the percussion mallets, Grant Kirkhope speaks through their souls. Great work! My favorite is the Dragon of the Azure Skies.
I like the title theme, it feels very PS2 era title screen, like Final Fantasy X or Wild Arms 4 (before the anime opening). Really love the piano part, the layers in the violins and chorus make sure it doesn't feel awkwardly empty... this is cool! Same with Scale Town, it's so vibrantly a PS2 town from Wild Arms 4 or some JRPG. I love the way you write and layer your lead instruments with accompaniment, the introduction of that guitar with the percussion claps (forgetting their name) gave it so much style, ugh I want more. This is good!
I loooove the piano parts, they're so gorgeously written and mixed. I think having time to balance your orchestral elements with more modulation (first orchestral section) would have helped, but I do like how the mix sounds in the second orchestral strain. Interesting how the piece can take itself in so many different orchestral directions and when it returns to the piano, it sounds so unified and great. I almost want those orchestral sections to feel bigger to contrast the piano... this is nice work; I really like it!
The idea of taking apart your mech and servicing it is cool, I love this short demo! Clever use of 3D and 2D elements, I think the highlighting feature adds a lot to the ability to play the game. Hardspace Shipbreaker has done our genre wonders for inspiration... lol
Recommendation is having sound though; to sell the weight of machinery, mechs, and repair spaces, I think having the right satisfying sound effects would make this game feel a lot better (unless there's just no sound coming out from my end).
Doing all this art in the game jam timeframe is insane, it's so pretty! I would love to see the gameplay polished for game feel (smoother movement/collisions, easier to read/see where platforms are, optimization for lag). The music, story, art, and vibe all come together to give a great vision though. Great work, cheers!
Hey, I love the mechanics! The art style, the animations, it all comes together with the "countdown timer" of the money to make an enjoyable experience. The UI is nice and the premise was written in such a great captivating way. The music fits perfectly with it; I love the Metal Gear Solid "!" soundfont for discovery. This is really neat, congratulations for putting it together for the game jam! Cheers!
This is an interesting concept! I'd love to hear this with music (I'd be happy to compose a temporary looping track for you if you'd like), I like the UI and idea for having a set group of adventurers with timers coming in and out. Maybe for game appeal, having a small visual or audio effect reinforcing successful behavior? Or a narrative line/text blurb that describes your actions/the adventurer's reaction? It reminds me of Papers, Please or other "Store-run" games for inspiration
An impressively ambitious project for a game jam, would be so interested in seeing if this develops further. Cheers!
This game is very charming! I love the idea to use collision fun with 3D and the shading style is great for this, very silly and fun aesthetic. If there was a bigger indicator for points/weight of objects (sound, color of impact, +50 or +100 point icons coming in and out of existence) that might be helpful. So much work done for a game jam, great job!
This is so cool for a game jam! I can't believe the sprites have idle animations, the visual appeal is so charming. I like that you squeezed three levels in there (tutorial included), and how the last one is hard enough to keep you going at it for a while. Sometimes I ran into unkillable enemies, but the music was charming and I like this concept a lot! Maybe if there was an option to toggle "difficulty" where Heroes were turn-based or move at their own pace, so it shifts the game into calmer strategy vs. faster paced strategy. I like the pressure though, this is a lot of work done! It took a bit to understand what exactly I was controlling and when, but I figured it out.
Nice visuals, I love the music and audio you used. When it went off screen, it was funny but frustrating haha. The precision required sometimes was a little bit of just a "wait it out and see if this run works" thing. Out of control + precision shots is an interesting balance to make, but here's what you've got! Congratulations on submitting to the jam!
The boats move really fast, even for a point+click control. The visuals are great, but the collision physics aren't on the player's sides probably given the shallowness of an island hitting the underside of a boat as it narrowly passes. It could be fun if there was a score to help a long-term sort of goal, but the bugs should be addressed first. Neat potential, congratulations on submitting a game to the jam!
Maybe it was just my end, but there wasn't audio so the theme of a concert or VIP setting didn't really come through. There was some movement bugginess and with the absence of a tutorial, it took me a little bit to figure out the objective. With more time, I think the movement could be sorted out and the game could be pretty fun! I like the visual and 3D aesthetics, congratulations on submitting it!







