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Skleembof

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A member registered Oct 05, 2020 · View creator page →

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That was fun! The whole atmosphere was very chaotic which matched the experience of trying to control the roomba cat. The flames vfx and all the moving hazards looked awesome, as did the UI (well, except for the giant help box). Great job on the environment art! The only thing I would change would be the lighting as the lack of shadows was pretty uncanny.

I think the character physics might need some more tweaks to feel right though. Flailing around the map is fun, but trying to move precisely on small platforms, or trying to stop in time to avoid the fire felt really difficult. The first few times you fall off a platform because of the wonky physics is pretty funny, but eventually it starts to get frustrating.

I like the idea of a mech management sim, but the pacing felt a bit off. I have to choose between missions completing in 10 seconds or 24 hours?! Kind of extreme ends of the spectrum lol.

I think it would make more sense to have an End Day button and make each mission take a certain number of days or hours to complete. This would make it feel less like the player is just clicking through menus to get the next piece of dialogue and more like they’re making decisions each day.

As for the UI, it looks awesome but is pretty overwhelming, especially the mission screen. I think the problem is that you have the relevant info broken up into too many sections. Like the mission title, status, and info are individual sections when they could all be in the same place. I found myself scanning the screen trying to make sense of everything when I started playing.

The structure of gameplay has a lot of potential, but I think if you continue to develop the game, it would be a good idea to replace the abstract “total odds” for something more in depth.

Overall it was a cool experience and felt extremely polished for a game made in two weeks.

The game looks really cool and unique, but the difficulty is pretty intense. I’m not really a fan of how quickly you run out of ammo and how impossibly far you have to walk to reach the one ammo crate. It’s basically guaranteed failure if you run out of ammo unless you’re camped next to the ammo crate.

I do like the challenge, but giving the player two miniguns and very limited ammo is very unsatisfying, especially with how cool shooting them looks.

Good job creating a truly unique looking game, but I think it’s a few tweaks away from being a truly great experience

I was able to figure it out despite the broken font issue (im on linux, but played the web version)

I liked the uncomfortable and ominous atmosphere created by the simple echoing clang of the music and the strange environment textures.

Gameplay was fun for a bit it was very simple and got old pretty quick. The sword thing is a cool idea but it could’ve used some vfx or sfx to sell the impact better.

One annoying issue I had with the game was the camera rotation. When you have the mouse close to the ship it can get really disorienting having the camera rotate so quickly. I think it would be better if the camera just didnt’t rotate at all but zoomed out or moved a bit towards the mouse when at the edges of the screen. Or if you do want it to rotate, it might make more sense to have a deadzone around the player

Wow this is like peak production quality for a game jam.

The art, the mechanics, the voice acting, UI, all of it was exceptional.

The only thing missing from making this a legit time sink mech game is an upgrade system. Having the exact same loadout for every fight started to get stale towards the end, but it was still a fun experience.

The one thing I would change without adding anything would be to just get rid of the first fight. Fighting a swarm of spongey fast moving drones isn’t really fun with the given main weapon, but the one on one fights are awesome albeit easy.

Great job putting this together in two weeks!

I really liked the idea of a train that drops you off into a combat zone and provides support.

My only issue with the game was the difficulty. It was way too easy which actually confused me a bit since it made me question the point of any of the pickups. When I saw more mechs coming out of the train I thought it was a glitch until I realized what was happening. Same with energy, I just never seemed to run out and was kinda confused as to the purpose of the batteries.

Seeing other comments mention that the game was difficult makes me think I exploited it a bit. I think the map is just big enough to easily run circles around the enemies and avoid bullets. It might be better if the map had obstacles, like instead of an empty field it could be some military base or village overrun by insect monsters.

Being able to control the little dude that drives the mech is a nice touch, but I think it would be cool to have the player start as just the human and force them to collect parts to create the mech. Obviously this would require a lot of balancing and testing to work right which is difficult to do during a jam.

I also found a glitch on my 2nd playthrough where after getting into the mech, the little zoom in animation played but the mech sprite just stayed in front of the train. I could walk around and shoot but I was invisible.

Overall great entry. It was fun, polished, and had great art and music!

That was a very impressive amount of work for two weeks! Great job!

Like others have said, the platforming got kind of annoying in certain areas, especially in the last level with the flashing points that let you dash twice. I had a lot of trouble trying to get these to work properly.

The combat was pretty fun but I kinda feel like it could have used a block or dodge to protect yourself from the enemies after they recovered from a stun. The AI was also easy to cheese in most places by just standing on a higher platform.

The boss fights were really cool, although I beat the 2nd one by just standing on the far right and spamming the attack button lol. The final boss was amazing though. I love how many moves it had and how you had to learn how to identify and adapt to each one to stay alive. It felt like the perfect amount of challenge/difficulty for a final boss

I really only had minor issue with the game, this is an overall exceptional entry and I look forward to your future developments.

Oh and here’s a screenshot of an error message I got that crashed the game in the first area (ignore the windows xp theme).

I THINK it might be related to knocking one of the enemies off a platform. I remember knocking an enemy off and thinking it was cool you could do that, and then boom: Error referencing a missing instance of some object lol

Wow that was cool as hell.

It took me like 5 tries but I finally managed to win. I like how impactful every decision felt and also how much freedom you gave the player to approach each encounter. By the time I got the hang of it, I was so immersed that I could visualize each action.

The only issues I had are that it’s not really fair to have each key stroke advance time without giving players a list of commands before hand. It’s basically guaranteed to kill players before they learn what commands are available.

I think a separate manual for this would be really cool, similar to that insane ps2 mech game Steel Battalion that came with an enormous gamepad and instruction manual for controlling the mech. Imagine a sort of mech owners manual with cool diagrams and lore among the descriptions of all the mech functions.

I would play the shit out of that.

great job on this!

The mech design just sort of came together in a rush at the very end of the jam. I didn’t have a lot of time to work on this in the 2 weeks so I decided to leave the art for the end since I’m way better at that than programming.

I only had 2 days before the deadline when I started so I was in a rush to get something that could realistically transform between 2 forms. I spent way too much time on the legs and when I saw how little time was left I just rushed the top half and threw in some simple shapes to get it over with lol. It worked out in the end since people seem to like it.

Thanks for playing and I’m glad you enjoyed it!

Thanks for playing and for the detailed feedback!

Most of my dev time was spent on the character controller. This was my first time programming in Godot which was a very awkward experience coming from years of experience with Unity. I lost a lot of time dealing with Godots quirks and even some inexplicable glitches with the engine that were mysteriously resolved after a few rage restarts.

The enemies were a very last minute thing. I think I had less than an hour before the deadline when I started working on them and I just slapped them around the map so the player at least has something to do. There are actually a total of 35 enemies, but the score tracker is innaccurate.

As for the web version, I wanted to get the desktop versions out but I had to download the windows export template before exporting and that took longer than expected. By the time it was finished, there were less than 10 minutes before the deadline so I just uploaded the desktop builds and went to sleep lol.

Overall I’m happy with the result even if it isn’t much of a game. I learned a lot about Godot and I created a pretty solid foundation for a game which I actually plan on continuing development for.

Glad you liked it!

Mario Sunshine was definitely an inspiration for this, and I wanted to add some more traditional mech mechanics but ran out of time.

My idea was to allow you to upgrade the stats through gameplay to increase things like walk speed, acceleration, jump height, water capacity, etc. Since I ran out of time I just experimented with the values to try and get a heavy mech feel, but I agree that it feels too slow.

The idea of releasing space to jump always seemed cool to me, but it does feel unresponsive if not done properly. I think it’ll feel better if I add an elaborate animation showing the wind up, and maybe some UI elements or camera animation to emphasize whats happening.

I do plan on continuing to work on this so I really appreciate the feedback.

I got to just over $6000 before I stopped playing.

This was really cool and it felt very well made even though it’s obviously unfinished. I can already imagine how fun this would be with hazards and upgrades to spend your money on.

great work!

Damn this was actually really good! It was fun and felt pretty well balanced in terms of difficulty. It is missing a few important things though.

  • Reticle you need to add a reticle to show where the player is aiming. Relying on the mouse cursor isn’t a good idea because most system cursors are small and grayscale. After the intensity ramped up I found it difficult to even find my mouse cursor among everything on screen. Alternatively you could add a laser sight that extends out from the player to at least show the direction of aiming.

  • Make the weapons stand out more. Since the weapons usually involve spawning something on the map without your input, it becomes unclear what is part of your arsenal or what is some enemy or new hazard on the map. When the saws started spawning I kept trying to avoid them until I realized they were part of my weapon. When the red projectiles started to spawn I didn’t realize they were enemy projectiles until I saw them coming out of a new enemy type.

  • Add basic info to UI. The health ring is cool but it only appears when you take damage making it hard to tell how close you are to dying. This would be useful info to have at all times. It would also be useful to have a list of weapons you’ve unlocked, like little icons that appear on the UI somewhere.

  • Final Score. I played a few rounds and got down to around 1-2 mins with the missiles unlocked, but when I died the game faded to black and I had no way to see how my score. A simple enemy kill count or just the timer showing how much time was left would have been nice to have on the kill screen.

Great game overall though, this was genuinely fun!

I really enjoyed this. The music, graphics, and animations matched the gameplay perfectly. It has a unique vibe that reminds me of classic windows screensavers

Only thing that really bothered me was the lack of a health bar. When fighting the last boss it would have been nice to know how close I was to dying. It also would have been useful to have a reticle so that its easier to line up your shots with distant enemies

In the end it didn’t matter though cuz I was able to imagine a cool cutscene

That was fun and very polished. I played through it a few times and the only times I died were when I accidentally pressed Q instead of E looking for the missiles. The slowdown effect of the flamethrower makes you an easy target and really isn’t necessary since the flames themselves are also really slow. Overall I’d say the game is on the easy side, and after a while it gets repetitive. Some new enemy types, mini bosses, or even just structured waves of increasing difficulty would make it more engaging for longer sessions.

The music is awesome btw. Simple but intense and fits the game perfectly

I really like the concept, and I had fun trying to figure everything out with the manual. My biggest gripe is that there’s no payoff at the end. I completed all objectives and nothing happened :(

I spent more time trying to figure out how to run a png than playing the actual game lol

looks and sounds nice, but like the other commenter said, needs more content.

Very ambitious game! You crammed an impressive amount of features into this.

The most glaring issue with the game is the weird aiming system. I think it would work way better if you added a laser showing the players aim (or just use a traditional 3rd person camera)

The slot machine system is interesting, but I think it would be better if it triggered automatically. I found myself just avoiding it altogether since it felt like I didn’t need any of the upgrades and it wasn’t worth the risk of the negatives. I kinda like the idea of having it run on its own though, like periodically dealing upgrades or downgrades as I’m in the middle of combat

I really struggled with the camera, but overall it was pretty fun

The timing mechanic is fun. but flying around and trying to position yourself close enough to enemies to damage them is not.

The UI takes up a lot of screen space as does the character and the enemies are so small, and their colors so similar to the environment that it’s really hard to track them.

I found that the best strategy is to just start spamming the attack before floating into a group of enemies and flailing the mouse around hoping I hit something.

After playing a while I was able to consistently attack on beat without looking at the meter, but I still ended up having to stare at it because there’s no other indication that an enemy is about to attack. Maybe you should try decoupling the enemy attack indicators from the beat meter and include some markers that show an enemy is about to attack even when they’re off screen, like ship tracking markers in space combat games.

Overall very impressive entry, but gameplay needs some tweaking to be more approachable. Great job on this!

This is cool as hell but I’d be lying if I said I knew what was going on.

I especially liked the intro section where you’re plugging into the machine. Cool art, cool writing, cool music, cool experience.

Do the stats matter at all or are they just a concept? and are there multiple endings or does it always end in the same way? (“perception: besides…”)

not bad, actually kinda fun but not enough levels. I like how you can just skip the loop by jumping through the gap. Also liked the normal map texture for the track.

More maps, some collectibles, and a soundtrack and I think I’d enjoy it

Oh and you uploaded the .exe and .pck separately and the game won’t work if they aren’t in the same directory

That was fun but I couldn’t figure out what to do in the 2nd area where the first switch is. I flipped the switch but nothing happened and I couldn’t figure out where to go. I think the vignette effect was too strong and made it difficult to figure out where to go.

I really liked the mech design and the vfx with the sluggish movement of the arms. It really sold effect of making the mech feel heavy

Nice simple platformer, but I had to figure out the mechanics myself since there were no instructions and you didn’t add any indication that certain parts of the map kill you. Simply changing the color of the tiles would have been enough to inform the player of danger

It took me a couple of restarts to finally get the hang of it and I actually managed to win.

As mentioned by others, the game has issues related to player feedback. Unless you know exactly what’s going on, it just looks like a robot is very slowly moving around the map disabling buildings.

Without bullets, attack animations, and health bars there’s not much info to understand what you’re looking at.

When I finally got the hang of it I enjoyed it and even had a tense showdown where I managed to fire a final shot with my last railgun before it got destroyed. I think the game would be better if you started off with weaker enemies and gradually build up to the giant robot.

Yeah there are a total of 35 enemies in the game but the way the score is calculated is messed up and sometimes you get 2 points instead of 1 per kill. I slapped together the scoring system like 10 minutes before the deadline to create some semblance of gameplay lol

I love games with unique player controllers and this one definitely has a unique feel. There were a few quirks that made it feel unresponsive though.

Idk this was a glitch or just part of the auto aim design, but a lot of times I would aim at a target and the bullets would just miss. They would fly over or under where I was aiming.

Another issue that might or might not be a glitch is that sometimes you can’t move laterally in the air. I thought this was part of the design where if you just jump straight up, you don’t have momentum, but after testing it out I found it to just be inconsistent. Sometimes you can move in the air and sometimes you cant.

I really like the concept and hope you keep working on it. I’d like to play a fleshed out version of this in the future

I selected a head but it seems the head did not want me.

Is there anything beyond the select head screen or is the game just unfinished?

agree that its too difficult. Once the enemy charges and gets close to you, it’s all over.

I really like the walking animation with the SFX. Definitely feels like you’re in a giant mech.

The shooting felt off, and I think it’s because the bullets are too hard to see because of the post-processing. Since they deviate from the reticle and drop over distance, it’s difficult to know where I’m shooting since I can’t really see them.

Arena mech games always remind me of Custom Robo on the Gamecube and I think this game could benefit if you just straight up copy some of the gameplay mechanics from that game. The jumping and dashing, the pod weapons, and the close range charge attacks I think would translate perfectly to your game.

Cool concept and presentation, but the gameplay needs work.

I tried all the mechs and I’m pretty sure the light mech is useless. It moves and shoots fast but that is not an advantage when it takes multiple hits to kill a single enemy AND you overheat after only a few shots. The heavy mech is the most fun because of the big ol’ explosions but the medium mech is probably the most useful due to its rate of fire.

I liked how each mech felt unique but I didn’t like how the combat strategy was the same for each mech: wait for enemies to stop moving and then shoot them.

If the enemies were a little slower OR your bullets traveled a lot faster, then maybe it would be possible to shoot them on the fly. I also think it takes way too long for the enemies to destroy the power station.

I like what you have here, beyond the current lackluster gameplay it’s a good foundation. With some more development time, I could see this turning into a cool mech game. Better enemy design/behaviors, change to a wave/round based system, and add an upgrade system to modify your mech.

great job!

I loved the art, music, and sfx. Reminded me of the SNES.

I also enjoyed the gameplay for a little while before it started to feel repetitive. I think the main issue with the gameplay is the level design. There are too many long sections of walking in a straight line which are usually broken up by narrow passages that only serve to make it impossible to jump over enemy projectiles. Also in one of the levels there was a section with enemies on the left (after a climbing section) which led me to believe that was where I had to go and I ended up just wasting time.

I think good level design for the current gameplay would involve more verticallity. This would make shooting more engaging as you would actually have to aim your shots at distant enemies.

The gun variety was awesome and I enjoyed experimenting with the different guns. The one issue I found with teh gun system is that the gun icons on the boxes are too similar which made it difficult to tell what gun I was picking up. The boxes also felt like they were randomly placed which was inconvenient at times where I needed a new gun or was trying to save my current one.

It would probably be clearer if the icons represented the bullets instead of the shape of the gun.

Overall this is a great jam entry and a few tweaks away from a legit game. Great job!

Kill the pink balls or just explore and play around with the Mech.

WASD + Mouse to walk and shoot

Hold and release space to jump

Space/Control to ascend/descend under water


Game is unfinished. I traveled over 5000 miles during this jam (brutal layovers) which meant developing in planes, airports, and hotel rooms.

I honestly got a lot closer to finishing the game than I thought, especially since this is my first time developing with Godot solo. I wish I had just one more day to polish and turn this into an actual game.

I learned a lot about Godot though, so I’ll count this as a win.

Oh and I haven’t tested the Windows build so finger crossed that it works

Cool idea, I imagined there would be a lot of games like this during this jam but surprisingly there weren’t!

My biggest issue with the game was simply aiming the bullet. I think you should either show like a visual indication of the path the bullet will take, or zoom in and center the camera on the bullet so it’s easier to aim at people.

Sucks you couldn’t get this to build on the web. I enjoyed the overall experience and would have liked some more polished gameplay to experiment with the bullet mechanic. Seems like you could do a lot of cool stuff with it.

I gave it a shot but with no info or tutorial I can only assume the game is unfinished past possessing the first enemy,

Is the idea that you have to lead enemies into traps so that they die and can be possessed?

Interesting idea for a game jam, although clearly meant to be played with a group of people and not AI.

The shooting was way too difficult.

For these types of games it’s always a good idea to give the player a visual indicator of where they’re shooting like a laser sight. The bullets moved to slow and the enemies moved too fast which made it nearly impossible to aim. Their aim was nearly perfect so the only way to win was with the deadshot skill which made the rest of the shooting feel kinda pointless.

This is a good start for a game, but it needs some tweaks to the gameplay to be an enjoyable experience

Unique take on the theme, and just a strange and unique game overall.

I like the idea of collecting items to build up your fart for a score boost at the end of the round. It felt unique and after releasing my fart balls all over the room, I felt inspired to eat more trash in round 2

Unfortunately the movement mechanics were too frustrating and made the game difficult to control. The acceleration was too slow, the movement a bit too slidey, and I found myself getting stuck on walls frequently

Shooting witches out of the sky with a hypodermic needle was fun for a while but the game needed some more mechanics or gameplay to keep it interesting

Very unique shooter although it felt a bit awkward to play.

I think you should make the crow hurt enemies whenever it touches them, not just when you shoot it. The crow is already difficult to control and I think that’s what players will be focusing on the majority of their play time. Having to click to shoot once you finally manage to line up gives you such a small window of attack that it makes the game feel too difficult.

The art and presentation is very nice though and I enjoyed the halloween theme

Awesome job on the polish and presentation!

The gameplay was fun but a bit frustrating as if you forgot where the enemies were you had no hope. It would have been nice if you could re light the environment somehow. Maybe add lamps around the map that you can light up if you shoot them. Or maybe give the player a button to briefly light up the map.

That was fun and pleasantly challenging! I like how it felt fair and my fault for being impatient whenever I died. The enemies telegraph their moves clearly and have consistent attack patterns making it easy to learn (if you’re paying attention)