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A jam submission

AGE OF BRASS (prototype)View game page

Knee deep in casings exaggerated demigod mech minigun action
Submitted by Rezydent (@DementiaDev) — 2 days, 23 hours before the deadline
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AGE OF BRASS (prototype)'s itch.io page

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Viewing comments 20 to 1 of 29 · Previous page · First page
Submitted (1 edit) (+1)

Played about 30min, got to the boss a few times but couldn't quite get the kill.

Game is very COOL. I want to like it more, but feels a bit backwards.

Bullets feel slow/weak. My gun feels more like a water hose for hovering and casings than a weapon.  I know the spirit of the game is that it's a multi-purpose tool, and a game needs to be balanced, but as a chain gun enjoyer, I feel let down.

Pressing away from a wall to wall jump is something I've never been a fan of personally, feels easy to let go of the wall too early. or like you're glued to it. I'd rather jump away even if I'm holding towards the wall but I guess that'd mess up the parry mechanic.

On that note, parrying projectiles is very satisfying when it works, but since you have to hold away from them, the cross-up when they are above or below you feels hard to deal with and happens a lot because of the verticality of the map.

Can't do anything intentional with Spirit Bullet, more often I plow through platforms I want to grab or dive into the casings. 


I'll admit, I might also just suck at the game, :3 so feel free to tell me my opinion is wrong.


Most of my frustration would probably go away if I didn't need to shoot down and away from enemies constantly for any real upward momentum. If you're considering any sort of additions/changes, I think a character with something like jump jets and a gun with less kick so you can push and shoot upward at the same time would be fun.

Your game's got great potential, good luck!

Developer(+1)

That's a great angle for reference. When you put it that way I guess I should give regular shooting more use, and utilize small enemies and new gimmicks. Most people want everything easily gunnable so I failed to make the connection.

Wall jump went a long way of trying both variants. For parries it's probably essential, but I will do some tests to see if it's feasible to make both directions usable (maybe with a variant of the move). Vertical axis is the weak point of the parry - you can evade from ground, precisely manoeuvre with hover or spirit form in rare cases.

Spirit form got nerfed into the ground because it used to mow the entire level. It's about time I give it proper gliding controls.

I will try to a few hover variants to allow for independent shooting. That might help it evolve from a gimmicky meme game.

It sounds like you got the mechanics except for being able to bully the boss. Thanks a lot for the feedback!

Submitted(+1)

Really cool concept! It's oozing style, and I've never seen another game have you ride a literal mountain of bullet casings. I got a bit overwhelmed right at the start with how much was going on, but I got the hang of it eventually. It would be nice to have some time to practice wall jumping, parrying, etc. without any real threats around - it gets a bit stressful trying to learn all at once while enemies are around. Really good stuff all around though. I don't normally have a lot of interest in 2D action platformers but this was genuinely fun.

Submitted(+1)

Very interesting concept, I like it. Good luck sorting out all the quirks from the mountain of bullets.

I didn't particularly like the wall jumps and the parries and attacks that derive from it, I think a different mechanic should take their place. Just doesn't seem to gel with with the ultra destruction/fuck platforming angle it's going for.

Developer

Thanks. There's no avoiding platforming with so much verticality, so it's more like "fuck the floor, let's jump off everything else, lethally". Wall jumps work so well at advanced skill level that I wouldn't want to break it, but there's always space to add a crutch mechanic or just move on to alternate character with a different moveset.

Submitted (1 edit) (+2)

I had no idea what it was with the logo, it's one reason why I haven't played it until now. You make amazing art and it seems like you haven't put a game on steam before(?) So I'll tell you this: You need the main cover image to showcase the game. I would recommend drawing something for the cover art like a Mech instead of using he brass alone. But when you release on Steam, which I recommend for you to do when the game is 100% finished with the effort put in already, people will "read the book from the cover" which means the first impressions matter a lot.

Second thing: You are really introducing way too much at much. There is the shooting and the hard platforming, then you have the bugs SWARM the player and then a rocket and destroy platforms. People are going to get really out of it if you hit them with that right at the start. Explain things instead barely anything like a tutorial simulator for the mechanics.

The shells being a platform, why isn't it explained at all?What platforms can or cannot bot shot and destroyed?

I also think the robot turrets should have less HP since they require a lot of shooting before they die.

But like I said before, you have a lot good going with this, you need to put a lot of consideration of explaining things to the player more slowly, making the turrets resist the bullets less, and making a better cover image. Doing all of this will heavily  make the game a lot better now and in the future for new players.

EDIT: Thinking about it, I do wonder why the player's bullets are blocked by the turret's beams and rockets, if they are going to be blocked, then allow them to be destroyed or slowed down, or weakened with lots of hits. Maybe rockets go fly crazy when knocked off course.

Developer(+1)

Good point with the logo, but I simply wouldn't physically be able to make it since I got the itch page set up right before DD after an entire night spent finishing all the shit up. However it might still be a good moment to change it while the itch entry is still fresh.

Shells aren't really that important in comparison to other mechanics. They keep altering the arena when you are being too idle, and often become an obstruction blocking shortcuts.

The more people ask for less turret hp the more I feel like I should increase it. There are 5 ways to instakill them, and if you really want to shoot them, you can multitask ie. by parrying other enemies.

I was considering pushing rockets by shooting them, but there are plenty of ways to deal with enemy projectiles already. At that point I would only make people even more confused.

Making a tutorial area and getting it just right will be essential to teach a less static way of playing.

Submitted(+1)

I was more of saying in the future you should change it. But I hope it goes well for you

Submitted(+1)

Cool game and fun.  Satisfying.

(+1)

I had some serious technical issues unfortunately. I couldn't walk left or right. Space jumped me up, but hitting A/D would move me barely an inch and then I would just stop. While jumping, I could only go straight up. No combination of jumping and A/D would move me at all. I can make a video if you need, but it's pretty much like I describe. 

Developer

It's a controller issue, I still have to push the fix. You can unplug the controller or just play with it (opinion on gamepad controls would be really useful for me, as I don't even know what bind should I use so I just binded all buttons to the 2 actions).

Developer(+1)

The new version fixes the issue, and has some more useful changes.

Submitted (1 edit) (+1)

Pretty cool. I really like the art style and sounds. The casing mechanic is badass. 

I tried it a bunch of times but never made it to the boss. I never managed to parry an attack either. Sorry, I'm just bad at video games.

The only thing I noticed was that it's kind of zoomed in too much? Sometimes my man is almost off screen. I play on a 21:9 monitor.

Developer

Thanks for trying it out. It seems I need to find another way to fit the aspect ratio. Putting black bars at the sides will probably be the way to go.

Submitted(+1)

Pretty interesting concept, the controls are fine but personally I would like if there was crouching to duck under some enemy projectiles. I also really like the visuals.

So far my main grip is that if your game is about constantly shooting it's not a great idea to make all the platforms destructible, especially since there's only one way forward or rather upwards so you get stuck having to use the bullet casings to go up most of the time. 

I still enjoyed and I hope you are able to sort out most of the weird level design issues because this game is cool as hell.

Submitted(+1)

Insanely cool gimmick but rather wonky in execution. Half the time I have no idea what's going on due to all the particles flying on the screen and the mountain of bullets that forms after firing continuously is awkward to walk on top of. The main character has a tendency to dive into it if you carry enough momentum too.

Parrying is cool when you pull it off but it's not difficult to unintentionally destroy most of the environment in the process which kinda sucks because it forces you into careful platforming or shooting a mountain of bullets to progress. I think adding just a few more indestructible blocks would go a long way in this regard.

Submitted(+1)

Wading through a literal sea of bullets is great, but there's a lot of visual things here I do not like. The vignettes or shadows on the screen can make it hard to pick out stuff, and there's so many particle effects and everything on screen that it can be hard to also figure out where to shoot or dodge.

The low health red flash is also not something I'm a fan of. I kept thinking I was taking damage when I wasn't. Feel like just having the health bar flash red would be enough. I think I enjoyed this most when I was fighting the worm more than anything.

Anyway, add a train.

Developer

Galenyds are just trains made out of lead.

Vignettes? The only one is on the title screen. Visibility is an ongoing problem though and looking back, toning down effects took a major part of the workload so far. Thanks for the feedback.

Submitted

Then I expect some steam whistles out of those Galenyds.

Submitted(+1)

I love this game and I'm super envious of it.

Idea and execution are great. My only problem is on the level design and tutorial.

I'll put it bluntly, the level design it's horrible (lol):

Your level doesn't reward you for being good at the game. If you get good with walljump+parry you still can't climb the level with ease because your design seems against it. Even if you learn to hover and chain walljumps, every once in while there are sections that you can't climb(or void sections because an explosion destroyed a whole platform). And so if/when you fall, there is a "Getting over it" effect.  Since everything is destroyed you must sit and shoot for a long while to raise your bulletsea.

This is a big problem because it's not fun to sit and wait to fill your pool.

Another compound problem is that if your game plan is to parry most enemies, the bulletsea won't rise at all, and so again the game punishes you if play well.

 ihmo you need indestructible blocks(or at least some blocks with 4x health) to create a skeleton of platforms for your level. Also a bathtub for your bullets wold be nice, so you can cut downtime if you slip.

Tutorials on how to actually play the game are pretty much missing. So you can't really be mad at players/streamers when they play like shit. The new version you uploaded with a shielded enemy doesn't solve anything. It's not a tutorial, but a roadblock. 


Don't give up this project because it's super good.

Developer

That's what I get for doing my level design the day before DD. I will try rerouting the level diagonally and then figure out a type of support structure that won't make people try to play it like a precision platformer. I could also make some kind of endless enemy spawn to serve that purpose, or just make the hover infinite.

>Another compound problem is that if your game plan is to parry most enemies, the bulletsea won't rise at all, and so again the game punishes you if play well.

I mean, filling everything with shells is not really the point, but I think I can get why people would want it.

Thanks for the feedback.

Submitted(+1)

Got to the boss several times, but I couldn't beat him. Decided to stop there since I was starting to tire of redoing the same challenges to get there. 

Things I like: Visuals and shaders are great to look at, they fit well into a cohesive aesthetic. Sound is nice, I like how things seem quieter with the gun held down. Kinda reminds me of when I would do metal shop.  Bullet shell piling mechanic is cool. Wall jumping off of enemies is an interesting idea. Overall gunplay and enemy AI are fun to engage with. 

Criticism: Wall jumps on projectiles and enemies felt a bit inconsistent to do reliably. Might just be me though. Destructible tiles are cool, though I think it would benefit from some invulnerable tiles, so it's easier to quickly traverse upwards. Level starts too quickly I think, may be nice to have more of a 'tutorial area' that tries to get the player to engage with a mechanic one at a time with less immediate threats.

So far so good, looking forward to next time.

Submitted(+1)

I was expecting to like this game a lot more than I ended up liking it. It refused to go into full screen on the monitor I wanted to, the cursor did not appear in full screen, and it was acting up because I had a gamepad plugged in. Parrying is incredibly fiddly and I could only ever get it to work once. That said, it's clearly a very cool demo, and I'm curious how it will change in the future.

Developer

Damn, it turns out SFML can't even handle multiple screens in the first place. Thanks for pointing that out.

I caught up with the vod, you did pretty well given how short you played, but there's no way anyone could get the hang of it in just a few minutes given how gimmicky this meme game is. Tutorial zone should bridge that gap when I add it, I hope.

Submitted

Best of luck with that tutorial, they're tricky to design.

(+1)

Probably one of the most unique mechanics I've seen in a while, and the presentation is excellent as well. The game has a lot of easy to read, yet stylish choices like the armor breaking away as you lose health or the way flying enemies spin out and explode. Aiming and shooting feel nice, though I will admit I'm terrible at this and sidescrollers in general (a unique mechanic is one hell of a hook) so take the following with a grain of salt. 

I gave up on parrying halfway through my second run because I could only get it work work without getting chipped about 30% of the time. If there are controls listed anywhere other than ASD, LMB, and Space I never found them. I pressed every sensible key I could to varying results. Sometimes I could perform a spinning dive but I don't know how. 

Total Playtime: 1ish hour. The Void Lord ate more lead than I could carry and wanted more.

Developer

You got the controls right. The only trick to parrying is holding direction away from the object you are deflecting, and it won't work on objects directly below you. It has a lot of range (scales with speed too), and the timing has so much input buffer that you can spam both directions.

If by dive you mean the bullet form, it works with any momentum, but shooting up will trigger it really quickly - good for escape, ruining your progress and bullying the boss.

Holy cow, that's a lot of playtime considering how short this game is. Must have been several levels full of brass. Thanks for playing!

Submitted(+1)

Okay: real feedback now that can actually move:

This game is a bit tricky to play. I get what the game wants me to do (spam parry to gain speed and go drill mode) but I feel like the level is a bit chaotic for a first level where I'm supposed to be learning the mechanics (if it is even meant to be a first level and not just the level for demo purposes).

I'd also recommend changing the cursor to something that stands out a bit more because I would sometimes loose it's position in all the chaos onscreen.

Overall this seems like it could be interesting once it clicks, but getting to that point is a bit of a bumpy ride.

Developer (1 edit)

Oooh, now that's the feedback I needed to hear. The level is indeed very steep in learning curve and it gives too much options at the start, so I should go for a separate tutorial level. Thanks a lot!

Submitted

Somehow, it seems like the the movement is completely broken for me. I'm not sure how that could be the cause since others seem to be running the game fine but basically when  I hold the A or D key all the character does is a microscopic nudge in the direction.

Developer

Do you have a controller plugged in? I guess I need to make controller support a little less seemless.

Submitted

Ahhh, I do have a Bluetooth Controller connected. Thanks, I'll disconnect it and take another stab at it.

Submitted

I love the visuals and the colours and the sound. Also the title screen looks kind of like gun barrels that is cool, and making a ramp to get up higher by pilling brass shells feels awesome. It'd be cool if you could hold shift to focus / hold breathe and make tighter dispersion at range for more focused long range fire when you need it

Developer

Thanks! Sniping could be good for an alternate character, but gunning down everything is exactly the opposite of how it should play, since melee options like wall jump are so much better and more fun. You can still shoot accurately when fire rate is slower, but I don't advise playing this way.

Submitted(+1)

ok the concept of this is just incredible. even from just the menu screen the game screams "this is the shit"

it does often take longer than is comfortable to build the mountain of shell casings necessary to get up to the next bit. might be a good idea to have some mechanism to generate them really fast

the existence of platforming mechanics, the ledge grab and walljump, feel unnecessary since you can just make a giant mountain to go wherever you want. but I like their existence, it makes the game feel very extra, which is definitely the tone of the whole game. good inclusion I say

I beat the void lord worm boss by the skin of my teeth, and it's a cool boss although it does have a tendency to rush out of nowhere and slam me. It's also not all that clear when I've taken damage and I still haven't figured out what exactly to do about enemy missiles

Developer

Actually, wall jump is more essential to this game than the shells because it serves at least different 5 purposes. Shells are more like both a fail-safe and an obstruction of sorts. If you want to generate them faster, they build up faster off-screen, but that's supposed to be a secret.

You can parry the missiles easily or jump-evade/jump on top of them to hijack them.

Submitted

ah I see. I think I did the hijacking thing a few times but had no idea what was going on. didn't know if I was getting hit or what

Submitted(+1)
  • If there's no reason to let go of LMB, why do I have to hold it down the entire time?
  • The gun feels unsatisfying due to the ridiculous spread and slow projectiles.
  • The health bar (and UI in general) is too small.
  • The movement feels sluggish and imprecise with the slow walking speed, automatic wall-jumps, and sinking into the brass.
  • Missiles feel incredibly wonky. They turn on a dime and it doesn't seem like you can shoot them down, but half the time they just pass right through you.
  • Those machine gun turrets have way too much health.
  • 90% of the game is just waiting for the brass to build up.
  • Why does the character sometimes float in midair? I noticed it a lot while trying to jump over the boss.
  • No idea how you're meant to avoid contact damage/getting shot point-blank by the boss. Only beat it because enemies do fuck-all damage.

The shell casings building up is a neat gimmick, but I don't think it has the longevity to base an entire game around it. It's basically a glorified auto-scroller.

Developer

You don't actually have to wait for anything. You can get to the boss in 1 minute. You get to hover both from gun recoil and from shooting enemies, which is how you keep staying midair and preserve momentum.

You can jump-evade and momentum-evade boss attacks, as well as parry projectiles and the head, so in the end it's only risky to get stuck below him and when you are overly aggressive with the kicks.

Machine gun turrets still die to one hit from anything else than the gun, so you can take them out immediately with one good kick, sneak up or break through with momentum when that fails.

Holding trigger is for... immersion. The thought of making it automatic passed through my head, but it didn't sit right with me.

I'm not sure what do you mean by automatic wall jumps?

Thanks for playing.

Submitted (1 edit) (+1)

>You can get to the boss in 1 minute. You get to hover both from gun recoil and from shooting enemies

I didn't even realize you get pushed back by the recoil with how chaotic it is. Why is it only when moving downwards, though? And why would shooting enemies make you float?

>You can jump-evade and momentum-evade boss attacks, as well as parry projectiles and the head

I didn't notice that jump evading was a thing. You're only told about it in a tiny message that stays on screen for a few seconds while you're being swarmed by bats. I still don't really understand how it works. Does jumping just give you I-frames at the start? I have no idea how parrying is supposed to work; "...everything is a wall" tells me nothing.

>overly aggressive with the kicks

The what?

>sneak up or break through with momentum when that fails

The game gave me no indication that stealth is possible, or that there is impact damage or even momentum-based movement. If anything, I assumed touching enemies damaged you.

>I'm not sure what do you mean by automatic wall jumps?

I only ever wall jumped accidentally, and since there's never any downtime to experiment I felt like it was happening by just pressing Space near a wall.

Developer

Recoil is always there, but it's nerfed right after the jump (the controls would suck a lot without that) and sideways it's building up gradually. Hover from shooting enemies doesn't make much sense but it does its job gameplay wise.

>>>overly aggressive with the kicks

You can dive head first into the boss and deal impact damage to it, and then also start kicking its body parts, but the last part is risky because you can lose i-frames by accident.

>The game gave me no indication that stealth is possible, or that there is impact damage or even momentum-based movement. If anything, I assumed touching enemies damaged you.

This assumption kinda makes sense since the game starts with a swarm. It's not exactly stealth, but the wall gives you an opportunity to get closer and swoop in, and you can dig from below too.

It makes sense now, I neglected the UI scaling there so the tutorial wasn't readable or visible enough.

Submitted

Theres some wonkyness on the right Side going on like the Walls are changing Geometry when moving out of the Screen at the Bottom or something.

Bullets also stack up rather weirdly, they don't feel like individual Bullets or a Sea of them you're wading through, but like a moving Polygonal Shape. With that small Jump and the Bullets constantly blocking you, jumping feels very unsatisfying and not very useful. 

Biggest Issue I had tho, was that whenever I started shooting for a while, or occassionally in between the Minigun would lock on to the top left Corner with a blue Circle and I couldn't aim anymore, making it pretty much impossible to kill most Enemies, unless they just happened to be right in that Corner.

Developer

Thanks for playing. What's your setup? Seems like it's getting weird analog stick inputs from a gamepad or maybe some other device. I will be pushing a fix for that just in case.

I can't really see the geometry problem, I only know the shells are completely fucked up but walls are new to me. It sounds like a chunking problem on specific aspect ratios. Screenshot would help a lot.

In general jumping only gets you off the ground initially and lets you chain different moves from there.

Submitted(+1)

Seemed to be indeed an issue with the Controller, unplugging helped.

Made it to the Boss this Time, played closer attention to the Walls, might've been just a visual trick with all the deformation from the Bullets, the 'camera bending' and the slight transparency on the bottom infograph.

BulletPolygons don't stick to the ground tho, they can create some Airgaps for a while there.

Bossfight is a lot more Fun then the Level itself, I might be just too bad to jump properly, but it feels like more open Areas work better for this.

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