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ROBOWARRIOR

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A member registered Apr 11, 2017 · View creator page →

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Good work on this ! Very relaxing and graphically so cute ! But we can spawn into tree and stay stuck can you patch this ?

No problem ! I know it’s huge work and it’s current to “over-scoped” a project size (look my prototype ^^) ! You made a good work on it !

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The game is really fun, with lot of good idea, and you included the theme insect and reuse/recycle in an intelligent way.

I like the tutorial screen, you can see the control, playing and shoot to launch the game is good idea, the cartoon graphics is really cool too. I like the animation of the train too, that put a context, and add interest.

The game need little of adjustement for a better bullet hell top down shooter arena. First the screen become speedly very confuse, with ennemies, bullets, and damage effect on the all screen.

The idea of the broken glaces to show the damage is good and immersive but finally is not good in this kind of game i think,because that hiding a lot of things.

The camera is maybe to near of the character or character is to big, there is a problem with that i think.

I’ve played and study some bullet hell shooter, and the ennemies have regular pattern so this “easy” to learn and anticipated shoot, but scrolling is forced so you can dodge and learn it to win. In an Arena bullet hell shooter like your game, ennemies follow you, and adjust position in function of your move, so dodging bullet is pure reflexe, the big mecha character you control (that seems logical but not pratical) have difficulty to avoid clouds of bullets, and ennemies shoot paquet of bullets its strange very confuse.

Fortunally the damage are not heavy, and you can easily change for a new mech, the idea of changing mech is excellent and the player character is small and can easily dodge attack (i like the sound of walking).

Maybe reduce the hitbox of the mech, the hitbox of the bullet hell shooter is generally very small just a circle on the center of the sprite.

Killing boss and clean area/level to acquire a new weapons give a progression sensation, unifortunally the levels are graphically the same (but its a jam game its ok), using train to change level is a good idea. Next level had nests farther to the train, its interesting in level design because the train fabricate energy and mecha remplacement so we need to take care when we go farther, well done.

About new weapons, i prefered the base weapon because it had heaviest firerate, and ennemy give lot of energy bonus.

I had a technical issue on web version (firefox browser), when i start a level and kill the first ennemy, i have a lag, the game charging maybe effects, i think its strange, if you not find why i suggest to load the effect before and keep it into memory, i don’t know the functionnement of “godot engine” but i think you miss one thing.

In resume : Very cool gamejam game, you need to try to made game less confuse, good work !

Thanks for your test, it’s an technical test for me (for graphics, animation of mech, and control), and i putted the minimum for player to testing movement and shooting, i’m so sorry you played 30 min on this without real mission or story (after reflexion the good way was to put a timer to fix a limit to the experience, ex: protect the power station 3 min), but this is a good sign for me.

Honestly this is a gamejam and i think this is the perfect place to have feedback for a prototype, its better that publish nothing.

But i understand your deception, it also because of that i put “prototype” in the title.

Now, I can be go further in this porject with the same base !

Thanks again !

The ennemies was here for a proof of concept. When there was stationnary, (when shooting you or the station) there was easy to destroy i agree. About the control what you problem with it ? this is the disposition of the movement key ? Arrows was no the best choice apparently. If i use WASD do you think it was better at your opinion or i misunderstand your comment ?

Thanks for your comment and your work about to organise this jam !

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Thanks ! I take your notice for the control ! It can be was an utility to the useless settings category in my main menu ^^.

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Silver Acid your music is good, but this seems like i’m in a techno parade not into a mech and not into a pirate game. For video game there is multiple choice, ambiant music with mechanics sound, with any style but more relaxing, like you’re on hostile planet for example, or an action music because this is a scoring game, and i think you tried the second choice but in my opinion that not fit totally to game.

Yes i have made a new try and it works when i stay still the mech is momentaly stun ! Thanks !

Gamemaker user since GMS1, I have move to gamemaker studio 2 when export was free. I’ve try Godot, unity, unreal. The most important is to choose the engine which you are the easier for you, and not limit you technically (but honestly gamemaker have also 3d display like you can see with my prototype).

Hello gamemaker user ! (like me) The game is very funny and humoristic !

The pirate mech ambiant is good, and your illustration rocks. This is clever, and effective, the control are original, but it maybe difficult to aim correctly.

Tiny tanks are my nighmare ! But the pirate have one hand so its logical ! The choice of the music is little out of context but it work because the theme of the game is cartoon after all. Good work !

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The game is original by is context and ambiant. You don’t play a mech but try to dodgethe mechs. The atmosphere is very nice. I’ve appreciated the small briefing, but it’s not possible to cancel or increase the speed of the text pressing a key for example. when you retry a lot, it’s boring.

Read the briefing is important because i was totally lost when i interact with the first pannel, after reading better, i need to use the number on keyboard to enter the code, i like it. This kind of immersive ui, but need a time to user to appreciate it, like the energy of the batterie etc…

I’m divised about that, displaying value or indication is more easier for the player to understand, but in other way without indication the game looks more immersive and real with this ambiant. But for the interaction, you have display : press “E” for the interaction…..maybe just higlight the model and not display text to be coherent ?

About the fight with small sentinel, i find flashlight most inneffective, my best solution is to jump over small obstacle to trap the mech, the pipes at the entrance is good for that. The big mech shooting and seeing very far i think, but i’m not sure. But after all its a stealth game.

I’ve thanks you for the web version, because windows version dont work on my old laptop, performance is horrible but mys laptop is old so its not significative.

I’ve a bug on the web version, when i’m crounching with control, after few seconds the webbrowser close, i think is a key used by web browser maybe use “C” is better.

This a very inventive project and esaily become a full game with good level design but this is the good way ! A very solid entry !

Thanks, i’m glad you like the control its arcade feeling, but very accessible. About the wave i’ve limited ennemies about performance, but for the next step the game change to be more mission/campaign/objective, in his form it was just to test fighting system.

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For the menu i want to had a PS2 era feeling so if you have thought to MGS it is fine^^.

Yes the speed of the ennmies is a recurrent problem ! When i tested, i also had find is difficult to aim, but the time was over and reduce the speed make buggy the ennemy grip system. After i think i rework entierely or delete this kind of ennemy.

Thanks for your test !

Thanks !
Yes i want to finish the customisation system, maybe implement a looting/crafting system. The fighting system need to be ameliorate, and a campaign with rpg feelings. A lot of work with lot of experimentation, but my prototype seems have solid base, so i will continue to work on it after.

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Thanks for the complete feedback !

Yes i agree the ennemies is too fast this is only a test, i’ve implemented this the last day of the duration and that need rework, in fact this is only to test the fighting system.
I’ve planned so much things but the scope was to big and i made it in the hurry.

Customised system was my primary goal and it was incomplete so i just put 3 configurations, about the light mech, is advantage is the energy system, because i’ve planned to limit the physical munition of the gun or canon but that necessit adjustement and more playtest too, actually its incomplete but i wanted to publish to have some feedback about the state of the game !

Thanks for testing !

Nice i’ll try it when it’s done maybe tomorow.

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Very good feeling and aesthetics. The sound and the camera movement transform FPS setting to mecha walking in the city that work really fine. But what is a quality for the feeling is a default in battle, because your mech is too slow or maybe the mecha enemy is too speed, too hard to aim and lot of armor to, that need adjustement !

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Ah i’m actually not on my workstation, i’m on a laptop windows 8. I’m surprised because habitually game made with unity work fine. Have you try to made a web version of your entry ?

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Love this mecha retro style, like a nes game overboosted. very good music and sound effect.
The control of the mecha is bit hard, but that give an heavy feeling, and stick to the retro look.
The training level with laser to force the player to dodge and move is really good idea. This can be easily was a tutorial for a larger game !

My small score :

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The graphics style give a feeling very unique to the game, that remember wireframe graphics game like battlezone and i like it. The principe of the game remember me an old PC/DC game ’incoming”, the control of mech is good and responsive, maybe a little of acceleration or inertie can give a better feeling.

The shield is very effective, maybe too effective, like the fact you can shoot every time without constraint (no reload no limit). if i maintain the shield and continue to shooting the game become easy, i like this kind of arcade game but maybe we can do more technics.

To resume : For a jam game it’s a cool scoring game ! With stylised graphics.

(i had some graphics issues because i test the game on an old laptop)

I want to try your game but i have an issue, and i cant launch it can you look if there is a problem with your files ?

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Thanks for your review !

About the font it’s not my creation this a font (free) download a long time on dafont named “Rektec”, it’s commun to use font like that and font are not considered like “asset” in many gamejam, but i forgot to signal it on the page (now there is a link).

I think if i need to make font in vectoriel, i use inkskape and convert after in font format. (sorry for the confusion about the font).

About the prototype i had big ambition for a 2 week gamejam, to resume, i’ve planned to make a garage to full custom bodypart and change like you what, so i have simplified with 3 configurations, because to do that i needed to make menu/inventory/shop and i was lack of time.

I agree with you the ennemy are too fast, and aim it is difficult, but i wanted to try to fit to the insect theme, i supposed if i continue the project after i just retire this ennemies. If the ennemy are on you, you can use space_key to kill him with energy bomb, originally only the first mech had it, but this become the special for every mech ^^.

My main objective for this jam was to make a solid code to animate mechs with intercheangable part and a raisonnable graphics visualisation. Lot of my developping time was to manage mech animation with 3d into gamemaker studio 2, that was full of mathematics but quite interesting.

But i just didn’t have time to make a full game ^^.

Well depending on the comment and the reception, i’ll probably continue this, i’ve a lot of idea with a looter/shooter travelling in different planet etc where you customised and will be crafting parts of mechs.

I appreciated your comment for this prototype and that give me hope for the next (or the next step).

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Yes, i understand it’s easy to lose time about technological issue and some people have only a few days on the period to try something.
Gamejam is the perfect place to test new thing and have feedback, i’ve participated to a lot of gamejam and i frequently change my mind next the starting, because to large scope, or technical issue, it’s natural.

Take care of yourself your games are really cool and unique.

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I’m a big fan of assault suit walken on super nes, and i finish it when i was child in the 90s, and i appreciate the lot of effort you put in every of your game in every mech jam.

I take time in my developpement to test your game (that make me a break), dont take bad my comments. It’s for a constructive only.

First i like the customisation of the mecha, changing color, add an icon is simple but very satisfiyng.

I can not test the 2 player mode, in a gamejam it’s difficult to test multiplayer game in general, but i like the effort.

Nothing to say about the control its simple and reactive, basic but efficient. The shooting direction with button remind total canage, smash tv, robotron and more recently binding of isaac, it work fine (at first time i try to play with the mouse).

i’ve experienced some lag on the html version when i catch item or changing level but nothing problematics.

The level design is really poor and basic, lot of ennemy by is position requier a face to face fight not very interesting. It’s shame when we have a 8 way firing. The jump is the only way to dodge no reator on mech to fly a few moment, no physical shield to guard like walken.

About the level design you can just make alternative way with different item or ennemy, to push exploration and break linearity, take exemple of level 1 of walken there is some passages under the level to skip ennemy keep at the end by turrels.

The game isn’t difficult, the most difficult thing is to jump over the item to keep the best weapon ^^, also it’s difficult to see what we collect, but they are a lot of different weapon that’s good. I suggest to put an interaction for example push up to collect items.

About the weapon which create bouncing bullet : unlike other game of is genre, the bullet take the exact inverse direction (+180 degre), this kind of weapon is basically use for shooting in impossible angle so here its useless.

The big mechas was really impressive but easy to kill when i place me just under (but i think it’s the strategy).

For a gamejam it’s good, and entertainement. The game will be better with shorter level but with more interesting situation.

I hope my comment can help you to make the game better.

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I’m not sure to finish something but i have made some progress on the character, fighting with mathematics and 3d !!!

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ahah sorry ! This game was made for a gamejam than the objective is to made bad game after all, but i have put lot of intentions to mix bad ideas and interesting plot, i’ve put too much work into this. There is two ending with final boss and special music and surely nobody find the final castle, that was crazy to made this bad game with lot of content. Thanks for playing !

Ok thanks.

I’ve read the rules and i understand that the game need to be like the 32 bits era graphics generation, but about the control ? The game need to be control with only a gamepad like a 32 bits console ? Or the mouse + keyboard control is authorised for make retro shooter (FPS) ? The mouse only is permit for strategy game or need to use the pad to move cursor like command and conquer (PS1 & saturn) for example ?

Hell yeah ! That’s very good !

In my opinion, for sure.

Very innovative and interesting cliker game. The ambiant is very cool and unique. Exploring and investigating is very well done. Good job !

Nice work !

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Best game because i can lift everything in the room, and the room too (and die ^^).

I totally understand, and traduction is a huge work, specially if the game have a lot of text. When i publish a game on itchio, i privilige the english (i’m french) because the most user was english/us etc and english is more common. Good work on you entry !

The game look good but it can be better if there are an english traduction !

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You’re right the prototype is only playable with a gamepad (i’ve not read the page correctly), i’ve test with my xbox controller and that work fine.
It’s a shame to not put a mouse/keyboard control is more common for everyone i think !

Nice game, i like how i can custom the mech, and the control was good (arcade control). Choosing amelioration after each level reached remind me the rogue lite mechanics like survivor’s game.

The game launches but it’s impossible to move even aim with the mouse, it’s as if the game was frozen. A problem in the build? A bug?

I can only see that :

The modelisation of the mechs is very nice, but it lacks of animation (specially for the titans). And can you add a crosshair ? Because it’s difficult to see if i hit or not (can only see on the life jauge of the boss), a little lack of effect and feed back. Otherway the concept of boss/titan fight is very nice, think of add different patterns/fight scheme for the titans next time to make fights more interesting.