Really liked it, glad I got to this before the end of the voting period.
Lot of potential to expand. The game looks great, and the mech controls well.
Would love to see more from this, great job!
Gotta echo some of the others here. I really really wanted to like this.
I mean, it's all there. The game looks incredible, the mech design is awesome, the UI's good, the music is great, and it's all animated really well.
To do all of this yourself in just two weeks is mind-boggling, the rooms are even randomised!
But the gameplay itself is just really frustrating. It took me awhile to figure out the combat system, but even once I did, I was still struggling. There's just so much going on, I'd parry the incoming shots and time my attacks perfectly, but miss because I wasn't at the exact perfect range I needed to be at. Sometimes I'd manage to chase the enemies down and keep track of them as they circled around me, but couldn't then also get the timing for the attacks right, meaning I was just awkwardly staring at them.
I never even got to the part of using the specials, I think my brain would have exploded if I had to factor in another system.
In my opinion, the rhythm mechanics are holding the game back. If you want to keep full 3d movement, I'd drop the rhythm mechanics and just turn this into a character action game. Make the parry timing based on "tells" from the enemies and allow the player to attack whenever they want. You can then give the enemies more movement options, so the challenge becomes blocking their attacks while chasing them down. Just gives the player one less thing to worry about.
Still, I really hope to see more of this, as I think this is a great start to what could be a great game. Well done!
Wow. That was HUGE for a jam game. I can't believe how many levels and weapons you managed to make for this in just two weeks.
The only feedback I can give is I would have liked it if you had to press a button to pick up weapons rather than just walk over them (maybe down on the movement input?). Had a few times when I had a really cool gun I liked, so I tried to jump over the weapon pickup in front of me, only to miss my jump and lose my cool gun 😭
Still, this was an awesome game, well done!
Love the visuals, and the mech movement feels great. The levels ups were nice and impactful, making big changes to how you played.
Would have liked to see a little more going on with the level and maybe a bit more enemy variety, but I still overall feel like this was really good.
Great work, well done.
I really liked this. It's quite a challenging game, but I like a good challenge.
The variety of enemy mechs is great, their AI is quite simple, but thanks to the different ways they behave it helps to keep you on your toes. Also love the designs, it's easy to distinguish between each different type of enemy.
As others have said, the vertical aiming feels quite awkward due to it not being tracked by the camera, and it was hard to tell if I was being hit or not as your health is only shown by a small UI piece of text that's up in the corner. Would be nice to either have some hit effects or just a nice big easily visible health bar.
Also, I really didn't like the slot machine mechanic. Most of the effects are so minor that you barely notice a difference, the exception being the reverse inputs effect, which is basically a run-ender, as it goes on for sooooooooo long. In the end, I just stopped using the mechanic, as the negatives far outweighed the positives.
Oh, and last thing, the movement is great, I love the dash. Only thing I would add is a jump, as there were a few times that I got stuck trying to move over geometry.
Overall though, this was great, Well done!
Pity that I can't seem to get this working in fullscreen. The window is so tiny on my monitor that it's hard to see what's going on.
Really love the mech design in this though, it's very unique and the transformation between its in water and on ground states is very cool.
Very chill game really, looks remind me a lot of N64 games and the soft pitter-patter of rain both underwater and on the ground meant I quite enjoyed just exploring around.
Managed to find 46 orbs to shoot, which is a bit weird because the games page says there's only 35 😅
Oh yes, and I also found... the capsule!
A 3d project in Gamemaker! Very impressive!
I do like the overall style and look of the game too. Just wish the movement wasn't on the arrow keys, especially since the area of effect attack is on space, making it really awkward to use while both moving the mech and aiming.
Really cool project though, great work!
So I had to play the WebGL version, as the downloadable version's mouse sensitivity was extremely low to the point of being unplayable. A shame, because I could see that the lighting is much nicer in that version, and it had a better framerate. If you're debugging the sensitivity issue, I'd actually start there, as there's a good chance that it's framerate bound.
The game itself gives me old school 3d platformer vibes. Though, I'd like a little more traction, as some areas required precise handling, and it was difficult at times to get the Roomba to go where I wanted it to go.
But still, a solid game and other than that issue with the mouse sensitivity I didn't find any bugs.
Also, your level is friggen huge! It got a good chunk of time out of me exploring it all, so well done 😁
Just wow!
There's so much in here that it's staggering. This feels more like a vertical slice for a full game, than something that was made for a jam in just two weeks.
Everything from the art, to the sound and gameplay is all on point. I really can't find any areas to critique, I only want to see more.
Maybe more weapons to provide a bit more variety to combat (big cannons that you need to stop for a second in order to fire, melee weapons with combo hits). But this stuff would, of course, only be if you were all going to continue to work on this, which I really hope you do.
I can totally see this becoming a commercial game, 10/10!
So first impressions. Really cool UI, the menu and little intro sequence looks great (love the menu animations in particular).
Would like an option to be able to skip through the opening intro by clicking though, as it's a little annoying having to sit through it all again on second playthroughs.
In-game visuals are nice. I know you said some of these were from asset packs, but it's good that you managed to get things that complimented one another. Nothing feels weirdly out of place, and it all matches the soviet industrial theme you were going for. The mechs look great and are definitely the highlight of the visuals.
Audios a bit of a mixed bag, some stuff sounds great, other things like the out of breath sound effects are a little... off-putting.
As for the gameplay itself, I gotta admit that I couldn't beat it. Hell, I could barely activate more than one of the button. Enemies seem to spot me through obstacles and would often ignore the flashlight when I shone it at them. Because buttons tended to be in a container or against a wall, the enemy would end up trapping me with its collider and beat me to death in the corner.
Your stamina and battery life for the flashlight are also very low and there's no UI elements to indicate how much you have left, which meant I would end up in situations that I was unprepared for.
I think if you fix the enemy detection and stun effects, and increase the amounts of stamina and battery, it will make for a much smoother experience.
The good news is these problems are things that can be fixed with some tweaking. The core gameplay of this is fine, and I think it will turn out great with some adjustment.
So well done!
Hmmmm, I might try reducing the pixelation effect then, and maybe make the "hit" explosions bigger. Or I could just make the shooting raycast based, as the distances involved aren't too crazy.
I'll check out Custom Robo and see what I can learn.
Thank you for all the feedback though, it's super helpful ❤
Thank you ❤
I think I was maybe a little bit over ambitious with this project, which is why so much of the polish got left out 😅
Will be adding that stuff in throughout this week and will release a new version once the voting period ends.
But I'm so glad to hear that people are enjoying what's here, feels me with determination to keep going and get this finished.
Thank you for the feedback ♥
These are definitely things that I'm putting on my to-do list. In fact, adding weapon animations was something I've been meaning to do for over a week now but never got around too 😅
And you're right I should change it to boosting for the player rather than sprinting, especially since I gave the enemy that behaviour. Will try to make something similar in feel to Titan combat from Titanfall.
Right, I'll add an option to change sensitivity in the start and pause menu. I slowed it down to give it more of a slow stompy mech type feel, but I also have quite a sensitive mouse as is, so the default is probably a little low for most other mouses.
I'll also increase the player's health for the full release. Was trying to balance for the 1 vs 1, but I'll be adding more enemies into the full game so it will definitely be needed. Maybe I could add a self-heal mode on the mech to either recharge health over time, or have the player activate it leaving them motionless and vulnerable while the mech is repaired 🤔
Got me thinking, so thank you very much for the feedback ♥
Right so this is just a prototype build, as I ran out of time to include anything else but a vertical slice of gameplay.
As such, it's possible to beat the whole game in about 30 seconds 😅
But the AI for the enemy is pretty unpredictable, so give it a few tries and see what results you get.
Will be expanding this after the jam to hopefully include all the features I originally wanted (Intro section, a full mission with multiple enemies and an ending).
Will also be adding in all the missing assets (missing textures, animations, models, sound effects, etc).
I'm happy to hear any feedback or suggestions for future expansion.
Really cool idea, love seeing different takes on the mech theme.
The internal view of the mech pilot was a really cool addition, although the art style did clash with the rest of the game's art.
The movement was fluid and fun, even though the game didn't have much content, I still found myself riding and jumping around for about 20 minutes.
Great job to you all, and I hope you keep working on this!
I'm not very good at this, but the concept is awesome. Maybe if my audio setup was better, I'd have an easier time navigating this, as I could only tell if a noise was coming generally from my left or right, and it was hard to gauge distance or exact direction.
Still, I'll bookmark this and try it again on a computer with better audio, as I think the concept is really cool.
I'd been keeping an eye out for this ever since I saw it posted on the work in progress section of the mech jam discord.
I love these kinds of mech games where you have to manually press the buttons inside your mechs cockpit, and this is one of the best examples I've played. It feels great just to fiddle around with the buttons and levers inside your mech.
Characters are super cute, and I love the relaxing music, gives this a nice casual vibe, I can play at my own pace and work stuff out bit by bit.
The only real criticism I can give is that I'd like if picking the vegetables was a little more interactive, maybe with a grabber arm that you had to guide onto each one in order to pick them, rather than just flicking a lever.
Still amazing job to you all, well done!
I think I got to the end, messed up about halfway through and had one of the bugs chasing me and just started running. Had a whole swarm on me at the end when suddenly everything blew up.
That was meant to happen, right?
Good job with this though, it's a fun little game, no major bugs that I could see (except the ones chasing me) and I loved the visuals of having both foreground and background elements.
Thank you for the feedback.
We had no one on the team with any animation experience, and our 3d character modeller fell sick halfway through the project. So the method we came up with was just to have it sliding around and use an effect to imply it was "skating" like mechs in Armoured Core. It's also the reason that we kept it fast, as we felt it would look weird if the mechs were all just slowly sliding around the map.
Thanks for letting us know there's still issues with the map borders, I had thought we'd ironed that all out, but there must still be some gaps in the invisible wall we haven't found yet, so we'll go over that again.
For the reload, we had planned to have a visual indicator for reloading, as I agree that just using the sounds isn't quite as clear as it should be. Sadly, this feature got cut due to time constraints, but we'll try to add it in post jam.
I'll increase the turret's hitbox as right now it only covers the centre gun part of the turret and not the base. From a top-down view, I can get how this would look wrong and like your shots are missing, as the turret would look larger than it really is. It is programmed to flash red, but with the point light on the bullets being yellow it kind of becomes hard to see it flash, so I think we might try adding a spotlight above the turrets.
As for the text box not appearing, could you tell us what scene this happened in, as we've been unable to replicate this bug?
Again, thanks for all of your feedback, it's super helpful when it comes to improving on our game and game development skills.
Thank you for the feedback, and I'm glad to hear you liked it.
I think post jam, we're definitely gonna experiment with the difficulty a bit as I've seen a few players struggle to get any further than the second stage. We definitely needed more playtesting from people not used to the games systems before releasing, but we'll learn for next time.
Incredible little throwback to the RTS's of my childhood. You've nailed everything from the look to the sounds of those games.
My only complaint is that if you encounter a stronger mech, you can't run away from it, as it'll chase you to the ends of the earth, which can be a death sentence early on. I also had a bug after one of my mechs lost an arm, I couldn't repair it at the repair bay, and it could no longer attack, despite still having a weapon on its other arm. Enemy mechs would also just ignore it like it didn't exist.
Still think this is an amazing game though, as I've been coming back to it again and again since I downloaded it early today. I'd actually quite like to see this expanded further, we need more RTS games out there!
That was fun. Really nice mash up between a tower defence game and strategy game. Felt great to get your mech in just the right spot and have it lay waste to a horde of bugs.
I will say, as others have pointed out, that the walls seem a little pointless as the enemies have no problem just walking around them, and it's hard to create choke points, especially when you get so few per round.
I think something that could serve the same purpose but with a bit more utility would be a "slow zone" generator of some type. That way, anything that paths through the zone could be exposed to nearby turrets for longer.
Another thing was that the mech would sometimes decide to fire at a bug that was really far away, rather than the once closest to it. It was frustrating as with the low speed of the bullets, it tended to miss those far off targets. Would be nice to have a button to reset the mechs aim and get it firing the bug closest to it.
Over all though, this is a very impressive game for a jam. I know it's not easy getting so many different systems functioning in just two weeks, so you've done a great job getting this all working and bug free (well, except for those damn bugs that keep hitting the generator🦗)