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theEarthWasBlue

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A member registered Dec 12, 2019 · View creator page →

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OH yeah you're not supposed to be able to avoid the explosive there. I needed the player to take damage so they could do the healing tutorial. I probably could have made that more clear somehow haha

what do you mean when you say all the body parts were flying around? Did something happen to the model?

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man I *really* wanted to give this game full marks, because it's genuinely a fun experience. The thing that's holding me back isn't that it's difficult (I'm a huge fromsoft/roguelite fan so I really vibe with mechanically complex, HARD games) but rather the fact that the difficulty came primarily from the fact that it's extremely inconsistent. I feel like it was impossible to fully predict my slash patterns. Sometimes it would be an aggressive, full swing, and other times it would be slow and only cover a small arc. It felt like slow movements with my mouse were more effective than fast ones which is counterintuitive, and increasing the sensitivity helped, but didn't completely alleviate the issue. On top of that, even on successful hits there were times where it didn't do the damage I expected. Successfully blocking also never guaranteed that I would be safe from damage. Overall, combat felt sort of like I was rolling the dice sometimes, and that feeling of randomness marred what was otherwise an incredibly addictive combat loop. I loved having to really pay attention to which direction I needed to attack from; I loved how much positioning mattered; I loved chaining together multiple kills. I think if you made combat more consistent, maybe added some different healing mechanics, and made some new settings/enemies, this could be a very good game

yeah I literally finished the tutorial section with about 10 minutes left to submit and had to cram something together to tie it up haha

but thank you! Definitely want to keep working on this a little

Very tough - the biggest issue I had was that it wasn't always clear what my attacks were doing. I feel like more responsive animations and definitely an in game tutorial would go a long way if you wanted to go further with this. That said, the graphics were great and I really liked the overall gameplay loop. I feel like this is a really good start to a bigger project!

nooooo really? That's an odd one - that's not a glitch I've seen, and none of my testers have reported anything like that either. Can I ask what was happening for you so I can take a look?

man I really wish I had someone to play this with because it seems to have decent mechanics but its hard to judge solo haha

For what it's worth, the graphics/sound are really nice!

I liked it! great presentation/concept. Unfortunately I couldn't get level 2 to load, but I enjoyed it from what I could play.

Really nice. I liked the puzzle design, the boss was pretty challenging, and the combat was engaging. The story was also pretty interesting - I actually started getting kind of invested towards the end.  Honestly the only bit of criticism I can really offer is that the UI could be a bit more clear.

Anyway, really impressive for two weeks - makes me want to give RPG maker a try haha 


INTERESTING. Out of curiosity, what kind of controller were you using? Regardless, thanks for the feedback!

Honestly it's pretty impressive that this was made in such a short time frame. Great game. Solid gameplay loop, great animation, and the destruction looked/felt amazing. Well done!

I loved this haha really, really unique concept.


If I could say anything, I feel like the golfer should rotate with the camera to save on controls. Outside of that, I loved the premise and the graphics, and that song is super catchy. I think this could very easily be expanded with other courses/cities.

Sixthed!

oh that’s interesting 🤔 thanks for letting me know. 

What happens when you try to download it?

hey! Ive actually been thinking of picking this back. I can’t make any promises because it’s still up in the air, but there might be an update in the next month or so. 

awesome! Thanks for the feedback. Some notes:

- yeah I recognize visual feedback is something that is super lacking at the moment. Arms/body animations are actually something I’m going to add, but it’s one of time things I just haven’t had the time to get to yet. 

- Swimming is indeed SUPER janky at the moment, and it’s actually the first thing I was planning on working on once the map was finished. I expect an update will come over the next couple weeks. 

- the gun lag is purely visual; when you fire, the gun snaps to the crosshairs and stops lagging until it goes back into a resting state. That said, I recognize how important it is that the gun visually points to where you’re shooting. This is something I probably should have made *way*  more clear, but there are a number of options in the setting menu to tweak things like that. There is actually a slider specifically for how fast the gun tracks to the camera motion.  I can’t remember what the default is set to, but if you wanted to give it another go, you can find all of these settings under the “accessibility“ tab in the settings menu. 

capybaba?

Immaculate vibes - I reeeeally like the atmosphere and the gamefeel. The concept is pretty amusing as well.

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really, really nice work. Nothing really to add other than I wish there was an invert look option for controller. I would legitimately pay money for this if you added that, and then made an actual level with a boss fight at the end haha this game is BEGGING for a campaign of some sort. 

legitimately loved the art, the sound, and the overall aesthetic. No idea why, but it was giving me metroid vibes - probably the music. Anyway, nice work!

I really like this gameplay loop. I legitimately think it could be pretty great except for one big problem: the scrambling idea is a really solid concept, but I think the way it's implemented makes it crushingly difficult hahaha if I were you, I would experiment with other ways to scramble the letters. As it stands -  forcing the player to pick through every single key on their keyboard for the right key, and then making them memorize that along with potentially 5 other random keys, and then furthermore spreading that over multiple other words pretty much halts the action. I think a really easy fix might be to swap letters but keep it within the words, and then to also display that on the UI. For example, "jump" becomes "ujmp", or "jmup". something like this would still complicate things for the player, while still being readable, and it would be really easy to scale that for difficulty. I think it would also be a good idea to give the player the option to unscramble words somehow - maybe through a skill check or something. Anyway, I only say this because (again) its a great concept, and I legitimately think this has potential with only a super small tweak :) good job!

Not so shitty mech game. 

I had fun with it! Really liked the aesthetic and the mech design. I think some better hit registration and lower mouse sensitivity would be really nice, though. 

THIS WAS GREAT. Might be a weird comparison but it felt sort of like a 3D sonic game, were you have this long, acrobatic platforming course occasionally broken up by combat. The only thing I would say is that the enemies felt a little bullet spongey, the camera perspective made some platforming sections tricky, and (this is SUPER nitpicky) the mech's walk cycle felt a little stiff for the style of gameplay, purely from an aesthetic perspective. Overall though, this was super fun, and felt really nice to control. Well done!

THIS WAS GREAT. Might be a weird comparison but it felt sort of like a 3D sonic game, were you have this long, acrobatic platforming course occasionally broken up by combat. The only thing I would say is that the enemies felt a little bullet spongey, the camera perspective made some platforming sections tricky, and (this is SUPER nitpicky) the mech's walk cycle felt a little stiff for the style of gameplay, purely from an aesthetic perspective. Overall though, this was super fun, and felt really nice to control. Well done!

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love the title/theme haha

The graphics were nice, and it's a solid gameplay loop. If I could offer some criticism, I think adding some shadows under the mech/enemies would do a lot for spatial awareness, and I would personally swap the UI for the weapon selection to match the side of the mouse that the player has to click to fire them; currently, the AA is RMB but is on the left of the weapon UI (and conversely for your primary weapon) which makes selecting your weapon a little less intuitive than it would be otherwise.


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actually on a second look, there are shadows in the screenshots but they weren't rendering for me...weird. I wonder if this is a bug?

I love the art and the concept. It would be great to see this expanded to a longer level! 

Damn a lot went into this! Between the customization, the story, the voice clips, and the presentation, I was legitimately surprised at how much you all managed to do. I LOVED the aesthetic, and I thought the customization was a really nice addition. My only issue is that I wished the mech controls/mechanics were more clear in game; when I initially played, I had no idea about the different aiming mechanics, the vision modes, or that weapon groups existed. I didn't know until I closed the game, went to the actual game page, and saw how much I missed. Definitely going to go back and try again with this knowledge, though, because I had a great time with it overall.

This is great! Really loved the aesthetic and the gamefeel, and the gameplay was super tense and engaging. Also a survival/horror twin stick mech game is definitely not something you see every day, which is definitely a plus. Overall it felt polished, although I did notice a bug where objects sometimes wouldn't activate, and some objects lacked feedback when using them, but things like this are definitely to be expected from a jam game. I would absolutely play a longer version :)

AWESOME. Thank you, that was exactly the vibe I was going for haha

Thanks! Oh man it's funny but a few of those things were actually on my to do list but I ran out of time; the turret alignment button, the radio, and destroyable trees, specifically. That shield idea is pretty brilliant, not going to lie haha I'd love to keep working on this to some extent, so that would be a great addition. 

Awesome game. Really, really well done. I loved the focus on puzzle design and exploration as opposed to fighting; speaking of, the puzzles were incredibly clever, and very satisfying to try and work out. The one criticism I have is that the perspective really, REALLY does not work in the game's favor. I constantly found myself accidentally running off ledges, or pushing the wrong object off a cliff just because I was positioned just slightly off, even though it may have appeared that I was positioned correctly. It was bad enough that the final puzzle felt like I was being trolled, because of how precise you needed to be. I feel like if the player had a slightly bigger base of support (meaning they could get a little further out on a ledge without falling off) then this would be a non-issue. That said though, I honestly had a great time with this, and I'll absolutely be coming back. It's just too clever, and too well made not to. 

jef

Really really well done. Everything felt super polished, and the concept was clever as well. My only complaints are that I wish there was audio, and that the controls felt clunky. I think raising/lowering the mech would feel much better if they were handled with left control/space rather than f/v as those correspond to how most PC users are used to thinking about crouching and jumping - not exactly the same as raising/lowering, but on a conceptual level, it might be more intuitive. Anyway, aside from that, I had a really good time with this. Good job!

Unironically one of the best looking games I've played yet hahah I absolutely love this aesthetic. Always have. Reminds me of all the old DOS games I used to play as a kid. I think if I could offer any criticism, it would be that a mini map would do this game a ton of favors; especially in the second level, I found myself wandering around looking for the last few targets. I also think this game needs some juice. I would advise adding a bit of screen shake, and making the bullets just a bit chunkier. If you haven't yet, look up "the art of screen shake" on youtube for some really fantastic insight into the kinds of things I'm talking about. Overall, this was a lot of fun. Good job!

Really nailed the feeling of the armored core games, so it was cool to play through this. I really would have liked to see this with a more complex level, as well as a way to reload your gun. 

visual design was really good, but the camera could use some work; I found that enemies could attack you from far off screen, which made defending the base pretty difficult. I noticed it was also possible to lose the mech behind a building, and because of the tank controls, it wasn't always easy to get out. I would recommend pulling the camera out a bit, and angling it down more. 

Cool concept, but it was super hard haha I think something that would make it much easier would be to automatically swap to a new mech if the mech you were controlling gets knocked down. It seemed that most of the goals against my team happened as a result of me being knocked down, and therefore having zero influence over the situation.

Really loved having the chance to play around with each of the mechs! The aesthetic was also absolutely on point. I had a few issues, though. First off, the restart button didn't seem to actually restart the level, but rather only you and the mech that you started with. This was a big issue in the boat section, because they didn't respond well to player input, and the starting boat got away from me - when I tried to reset, the heli and my starting mech warped back to the start, but the boat was gone. I also found that the goal of each level seemed to just be "get to the end" regardless of what mech you were using, or even if you had no mech whatsoever. This means that you could skip entire levels just by flying to the goal. Anyway, it might sound like I had a lot of issues, but I really didn't haha this was a really enjoyable experience. I think it could be something really cool if you wanted to put more time into it. Good job!

thanks for the feedback! yeah I definitely intended to add a sensitivity slider but ran out of time. The performance was also something I struggled with quite a bit in the end game; it used to be waaaaaay worse, but I recognize there's still a lot that can be done to speed it up. This is something I'll be continuing to work on over time (the intent is to actually turn this into a full game) so all of that will hopefully be addressed with time :)