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A jam submission

Daughter of MēkanēView game page

THE CONFIGURATION WILL BE COMPLETE
Submitted by Leviticus (@LeviticusFox) — 1 hour, 26 minutes before the deadline
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Play HOLY MISSION

Daughter of Mēkanē's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#973.7333.733
Overall#1533.7333.733
Presentation#1813.9333.933
Originality#2763.5333.533

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
I challenged myself to make as much as possible myself this time. I'm pretty proud of all the shaders and the Footless Create model+animations!

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Comments

Submitted

I enjoyed the lore setup to the game. I also enjoyed the gruesome killing. Felt very satisfying to blast some enemies into pieces. A lot of stuff definitely felt like cool demo tech as well. There is definitely a lot to do in this game.

I thought a lot of mechanics were cool with some caveats. I liked the jetpack boost mechanic but sometimes it is pretty hard to use without 100% focusing on platforming. I feel like a little more forgiving platforming would allow you to do some fun fighting in the air with the jetpack (which was fun to use near the ground). The gun has a pretty small effective range, which I think also somewhat detracts from the experience and some of the cool combat you could pair with the jetpack.

While I liked a lot of the cool shader effects, I feel like they were just demo tech and not necessarily cohesive or contributing to the environment (which is fine, I assume one of your jam objectives was just to push tech). The level design was kind of wonky as well with some being linear and others having completely uncertain goals.

A  lot of that I see you've addressed already as being a scope issue.

I enjoyed my time in it, congrats on the release.

Developer (4 edits)

Which shaders and effects did you feel where not cohesive or contributing? There are some interested things going on with the cel-shader I designed, and I created an adjustable vertex wobble shader to recreate some early PlayStation hardware limitations, but those effects where intentionally subtle, and the goal certainly wasn't to create a "tech demo".

Every effect that ended up in the final game was chosen purposefully with the goal of making a stylized and cohesive experience. I'm not exceptionally skilled with environments or character modeling but the visual appearance of the game was one of the few things I thought I'd done well, I invested a lot of time in making sure everything had a uniform Texel densities, similar looking textures, lighting in key areas deliberately tweaked and colored, and that the shader effects did not vary too much between locations (with the exception of the chromatic area) . I'm interested to know which effects felt out of place for you?

I'd also like to know more about how the game has uncertain goals while also being too linear? I've received somewhat similar feedback from someone else but they struggled to elaborate. If anything, I expected to get criticized for the unbeleiviably cliché gameplay loop, exploring a map to find keycards then clearing specfic linear areas is quintessential DOOM. I intended to push the concept a little by making seemingly open areas deceptivly linear by drawing the player towards specfic locations (Like the the red room practically begging to be climbed to find the first keycard) and make linear areas deceptively non-linear (The hidden teleports in the yellow hallway). It's wholly possible that my level design just wasn't good enough to pull this off, At least one person I watched play simply got lost and couldn't find the blue door for over 40 minutes despite my deliberate attempt to encourage the player to jump up there to avoid enemies lol. 

In general, I was actually hoping to make the player feel lost, or at least uncomfortable, without actually getting lost.  I think the part I may have failed was that the discomfort was supposed to come from the environment and space, not from frustration at not knowing where to go. And the strange effects should have been sparing and spread around multiple maps, not crammed into one. Having to scope down to a single map made my design goals really difficult to pull off :/

If I had the time, I would scale down this first map and make it much more "normal", the enemies would be less strange and there would be almost no platforming, giving a much more traditional FPS experience, but then, after stepping through the elevator you are taken to a totally different level, abstract and colorful like the blueroom with platforming, nearly no enemies, and large environmental hazards. Each level after that would seek to build on that back and forth in new ways.

Submitted

ah see this is where you caught me with hand in the cookie Jar. I don't think I realized exactly how many shaders you've actually put into the game, and this is absolutely is a deficit on my part, because some are so seemless I didn't even think about them.

> I'm not exceptionally skilled with environments or character modeling but the visual appearance of the game was one of the few things I thought I'd done well, I invested a lot of time in making sure everything had a uniform Texel densities, similar looking textures, lighting in key areas deliberately tweaked and colored, and that the shader effects did not vary too much between locations (with the exception of the chromatic area) .

You are totally 100% valid on this one. The only areas I didn't like were the chromatic ones. The cel-shading is great and speaks to my overview point. Also I'm certain there are a lot of shaders you are putting on that again I am not noticing, like the one you describe on your itch page. I was completely out of bounds with this criticism I think, especially because I'm just thinking about the chromatic rooms.

I'd also like to know more about how the game has uncertain goals while also being too linear? I've received somewhat similar feedback from someone else but they struggled to elaborate. If anything,

Goals is probably the wrong term from me. goal itself is straightforward, find keycards, leave. I think the inconsistency is in the level design, which you've already tapped into. I feel like the first area I enter I'm in for a big arena focused high-paced boomer shooter and like DOOM eternal jetpack floaty mechanics and many entrances and exits to explore - what I experience is a platformer, without much need for shooting, and all those auxillary areas just add confusion. It is completely in contrast to hallways for the other two areas, but primarily the yellow hallway which I recall as being just a long corridor and I don't think I felt the teleporting mechanic hard or at all.

At least one person I watched play simply got lost and couldn't find the blue door for over 40 minutes despite my deliberate attempt to encourage the player to jump up there to avoid enemies lol.

I had a similar issue, I indeed have to loop around at least once. I am not a level designer but it was indeed unintuitive to find this one.

I agree though that my original comment is kinda bad and misinformed.

Submitted

The shader effects in certain rooms remind me of the game Antichamber, which is very cool! Nice little FPS, had fun going fast with the jetpack.

Developer

KNOWN BUG: When in the Yellow Hallway area do NOT press yourself up against the walls while walking, there is an uncommon but annoying bug where you will clip outside the map and have to restart

Submitted

solid shooter with an awesome jetpack! the world looks great, and the verticality of the level design is really cool. the weapon felt a bit ineffective at times, and some variety would have been nice. great foundation!

Submitted

Cool jetpack mechanic! Would be nice to have some weapon upgrades to annihilate the enemies more efficiently :)

Developer

Agreed, I had no many fun ideas that got cut :(

Submitted

Holy worldbuilding. I really enjoyed all the little types of rooms you've created and some of the crazy visual stuff happening. My only gripe with this game is probably lack of player feedback - getting damaged, dealing damage, killing enemies all should be pretty clear but I wasn't really getting that here.  But, other than that this was really enjoyable to play (a bit too hard maybe?). Great work!

Developer

Was it the meatballs that where hard to tell if you killed? If so I agree completely lol I added them on the last day and didn't have time to give them a proper model with things like death animations. They're supposed to fall when they die but sometimes just keep floating for some reason. 

Everything has a unique sound for taking damage and death though, there are gib sounds when you blow off the limbs from the Footless Creatures (the dog/cat enemy), and the meatballs have a special sound for when they notice you for the first time.

The player damage sound is definatly WAY too quiet though, I agree with that. I wanted to have some sort of visual effect on the camera as you take damage but wasn't able to implement it. 

Submitted (1 edit)

No I don't mean sounds, sounds are great (although I agree with the player hit being too low). I meant more like visual feedback, you could even just use the basic fps tropes like hitmarkers, enemies flashing for a frame on hit, more particles, red vignette on getting hit, stuff like that.

Side note: I adore your profile picture lol

Developer (1 edit)

Ah okay I see what you're saying, i was sort of relying on the blood splatter and animations to handle that kind of feedback, but I think you're right that they're not really responsive enough. If i continue work on it, I think I'll defiantly spend some time making some visuals for damage, both for the player and enemies. I also think a visual for picking up health/ammo would be nice, I'm thinking of the red flash you get when you pick up health in DOOM.

And thanks! I like yours as well, this was one of the first commissions I ever got, the artist is called @_Konkoo on twitter and has absolutely improved as an artist since I had it done. 

Submitted

Hey !

Really nice game, loved to be able to use the jetpack to move through the level.
The gameplay is really nervous during fight and I was surprise that the music wasn't. Was expecting some kind of DOOM's like music.

The jetpack need maybe a little more air control, but this difficulty to use it is part of the experience.
Maybe need more reference to the Lore In Game.

Be careful with the yellow room, some people are prone to seizure, and it could trigger them. (The idea was cool nonetheless.

The weapon was also kind of frustrating, but seeing the coments below, I would have love to see the other weapon you had in mind.

Please continue to create game !

Submitted (1 edit)

First of all, the jetpack is fantastic.  It was a lot of fun floating around enemies.  If you're planning on continuing this project after the jam, the main thing I would suggest is reflecting the story in the environment more.  It seemed that the spaces were rather anonymous.  That being said, I really liked when the environments got a bit weirder (the flashing yellow room comes to mind)  A few spaces reminded me of the project I embedded below, in particular, the cylindrical hallway leading out of the green room to a door.


Anyway, great job!  I hope you continue working on this!

I used to check on that project every once in a while, and  I also just realized that that update video is 9 years old. 👴

Submitted

Cool aesthetic! Some suggestions though: I found the weapon really frustrating with long cooldown and low damage. And also had some trouble finding the blue door. Would be nice to have some visual hints at where to go. Oh and I loved the cat enemies, they're cute!

Developer

Thanks for the feedback, 

I think your criticisms are spot on. I'm actually glad you feel that Primerose is kind of stunted in some situations lol. The limitations where intentional, the cavate being that there where going to be more weapons you could switch too in other scenarios :/

Unfortunately I didn't have time to implement the other weapons and never adjusted the cooldown on Primerose.

A similar thing happened with the level design. The original concept was a totally enclosed generic office for the first level to showcase the gunplay mechanics in a confided space, then subvert expectations with a different wide open abstract level to showcase the movement mechanics. I quickly realized my level design workflow and experience is terrible, it took 3 days to block out the office, and I realized I was only going to be able to complete one level, and I had spent it making a boring office lol.

A friend suggested I just scale up all the rooms and make the have platforming, so i spent the next couple days doing that. The byproduct is that a lot of areas are not very well thought through or planned. In the future, I'm going to block out MUCH more time for building levels and I'll be practicing doing so before the next Jam.

Submitted

cool game! I like the jetpack platforming. Might be even neater if it were a little less floaty or with a little more air control. I also dig some of the visuals/post processing room and the night vision activation was a nice touch, reminded me of Metroid Prime.

Developer

Thanks! I wasn't sure about the floaty controls, I got so used to them during testing that it felt natural. My wife really struggled with it during the first playtest last night, but by that point it was too late to redesign the level around new controls. 

Developer

I also discovered that I really need to work on my level building workflow