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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 29 to 21 of 29 · Next page · Last page
Submitted(+1)

This game rules! great artwork. The movement and combat have a lot of unique aspects that you are doing an impressive job implementing. You also have good UI, tutorials and overall polish to the game at this stage.

I can definitely see the vision, but I think there are certain aspects of the movement controls that I don't gel with. Control feels pretty non existent, I feel as though I just aim downward to keep my hover and spam the jump button to wall jump my way up the level and parry everything that comes near me. Because the gun is also your jet pack, you have to choose between movement and fighting. its not bad to make that sort of kinesthetic dilemma part of the game's design, but it does make it difficult to balance while allowing the player to retain a sense of control and ability to influence their character on screen

mostly, as a player i just felt like I was along for the ride, rather than driving, if that makes sense.

but it could also be that i'm just bad at it lmao

Developer

Thanks! You are right on the money in all your judgement and it sounds like you got good at the game. Only like 2-3 people reached that stage and were able to see through the lack of depth and control.

I'm working on improving the controls, so shooting will get some love too.

Out of curiosity what was your score? Parrying everything is one thing (not many people reach even that skill), but making it all connect is something that makes me wonder if I should put more emphasis on it.

(+1)

Cool prototype, I probably have already said this in a thread but the visuals are amazing and look highly professional. I'm not someone who plays this kind of game consistently but I did find it fun. 

One thing that took me somewhat long to figure out was how to break bubble in the last room (I don't think I saw a tooltip for that?). But I guess its the point of being the end of the demo. 

Also dunno if its a bug but when low on health and you loose something like a foot it keeps moving the bullets? If its intended thats cool.

 

Developer

Wait, do you mean the bubble in the tutorial level? You break those in sequence: by doing a quick dive, then by kicking flying enemies, then killing both enemies with parry to remove the bubble to the exit. If there's a tooltip bug or any other usability error then details would be really helpful. Outside of tutorial you are free to approach the bubbles in any way you want outside of shooting and kicks.

If it was the tutorial then remember there's an actualy gameplay level.

And yeah, you can lose most of the body parts until you are a walking skeleton without a head.

(+1)

Yup, sorry I realized after posting that the main menu lets you select through stuff (since text is hidden for a few seconds I just went and clicked start). Also while playing the boss on the level I started getting some glitches when the bullet pile got bigger. The circled part alternated between being black and disappearing.

Developer

I was going to remake the main menu UI anyway. Shell mesh rendering is so fucked I have to remake it from ground up because I can no longer even wrap my head around it.

How did you like the actual gameplay in the end? Any change of heart?

(+1)

Yeah the actual gameplay is a lot better. The bullets stacking in the ground to get you higher is a nice feature,. I carted to the boss but I will give it another try later, I like that you need to start shooting at it to discover the weak points. Overall I think its coming up great, wanna see what a future version brings to the table.

Submitted(+1)

Really fun game!  I didn't master all the techniques in the short time I played but there were moments of brilliance when everything came together on my end and I was able to kill everything on screen in moments.  I think you know this already and I can see you put in some work into it but the tutorial is still rather cryptic when it comes to kicks & projectile parries.  It'd be nice if you included slow-mo videos that also displayed inputs to show how things are done properly.  Maybe it'd be worth it to have other tutorial levels just for practicing those techniques forever--but this might just be unnecessary if the upgraded tutorial is good enough.  Also, it'd probably be a good idea to have more feedback so that way it's obvious for the player when you dodge, kick, or parry.  The dodge in particular is hard to tell because the sprite just turns red--bit of hitstop for all of them might be good.  But aside from the tutorial I only have one minor suggestion: it'd be nice if I could toggle the trigger instead of hodling down the entire time!  Other than that no complaints--the art is great and there's a lot of cool details like the pieces of the armor falling & being littered about the stage as the mech takes damage!  Music and sound effects are solid as well, the jump sfx has a nice bassy heft to it, and the parry/kick has a nice pneumatic feel.

Overall, this is really polished and a good game.  I'm excited to get more!  Here's the video of my playthrough, I hope it helps!

Developer(+1)

What the hell, I knew about the rocket clipping bug, but somehow you managed to trigger some cascade explosion that killed/suicided the boss! That was some TAS shit, nice. 19:33 was really cool even when accidental (spirit form's momentum preservation + bouyancy launch bug feature).

Yeah, tutorial needs to be longer and more in depth, and I'm even considering a hub location where player can fuck around. I will need to be careful about it though, since front loading tutorials will delay the gameplay, and putting it for later will trap players into walk-n-shoot mentality. Gimmicky maps made around a single trick would be a nice addition for sure.

Hit stop and feedback for evasion is a great idea, I'm adding that, as well as a different kick attempt animation.

>it'd be nice if I could toggle the trigger instead of hodling down the entire time!

I'll think about it, as it would free up a precious controller button (dual stick game where both are used all the time is a pain in the ass), but I had a gun respin mechanic in mind for additional utility, so I will see how it goes. Sometimes you just gotta hodl, man.

>the jump sfx has a nice bassy heft to it, and the parry/kick has a nice pneumatic feel.

That's actually funny, I generated the jump sound years ago in bfxr or whatever it was. The environmental reverb is probably doing most of the work here.

Thanks for the playthrough. You actually pulled off kicks and spirit form on the boss, so that was one of the most stylish attempts I've watched even if it ended with a clutch. I'll have to reward those more.

Submitted(+1)

Managed to beat the boss after 3 runs. Video: 

Really cool concept and great presentation! I can imagine someone good at the game doing some skillful movements, Im bad at moving around, since I cant get used to my movement being tied to my shooting direction, except at the boss where I hugged the ceiling and shoot down. I found wall jumping complicated, since I needed to hold the key against the wall it was difficult for me to jump to go away from the wall to build momentum.

I couldn't beat the tutorial. I really didn't manage to obtain momentum or make that "press down while shooting up" movement. I know there is a trick to defeating the shielded enemies but I didn't figure it out.

The sound effects are great and mesh really well with the game. Shooting feels very satisfying. This could make a nice game for streamers.

Developer(+1)

Damn, I need to push the tutorial change ASAP, especially since even fishking was confused too.

The shielded enemies go down to anything but direct shooting and kicks, and the preferred method is a parry.

I agree on the wall jump. Before you had to hold key away from the wall, which made sense for me (as a Super Metroid fan) but lots of people didn't like it. You actually can still do it this way, it's just tighter with the range.

Thanks for the video! Those are always helpful.

Submitted(+1)

Woah, this is super cool! Firing the chain gun feels very satisfying. I think you really nailed that dakka dakka dakka feeling. Also my favorite feature, the missile parry kick. That stuff is great, I loved doing that on the final boss especially, that was awesome. The brass platforms slowly rising was fun, felt like an assurance that you can always progress even if platforming fails.

Aesthetically everything fits together well I think. The art, the effects, it all gave that intense high-action shooter vibe. Maybe it could be a bit faster overall? But then again maybe I'm just bad at games and you can move faster when you play better. Yeah, thinking about it again, it might be that, for example I also never really managed to get the sideways spirit form going by building momentum, that looks super fun from the screenshots, just blazing through enemies.

But these are minor things, you really have a super fun game here!

Developer(+1)

Thanks a lot, this is really encouraging!

I love doing missile tricks on the boss too, even though at the moment only the head is hurt by explosions due to tech limitations. Riding a missile straight into its head always makes me chuckle.

Even though the game gets really fast and overwhelming I agree that the baseline should be faster and less floaty. Hover and walking can be awkward if you don't plan your movement ahead (which happens regardless of skill). Faster walking is tricky because it will keep dropping you off from platforms and animation will no longer look like a mecha chad stride. I will try sideway dash or running speed buildup.

Spirit form can be done with diagonal aiming so that you glide, and the cursor has to be adjusted constantly to follow the character. It's very tricky but once you get it, it should be intuitive. I'm still not sure if I should add some angle snapping to it, the future amount of control and satisfaction from mastering it might outweight all accessability concerns. I will try adding aiming direction indicator to mouse controls as it should help with coordination and learning.

Nice art style but movement feels slow and clunky which might just not be my preference. The mechanic where you shoot upwards and drill down mostly gets triggered unintentionally because all the enemies are above me and I'm just trying to shoot at them. Might be worth having a separate action button for certain things like that.

Developer

Thanks for the feedback. The game is mostly vertical so there's not much reason to walk for the most part, and you can move quite fast midair both horizontally and vertically.

Tomorrow it will be a bit better, since new version will preserve spirit form on the ground (although it's not much help when someone can't use it) and shooting up will require down input to trigger the form. With updated speed tech you can blast through the tutorial, which has the most amount of walking, under 40 seconds.

Submitted(+1)

I like the art of the game, the enemy variety is good, the way you can use spent brass as a platform with pseudo-fluid physics on it is a really interesting idea. But I do not like the controls. It seems very overly complicated to do actions like parrying and melee while also jumping. I suggest exploring some alternative control schemes.

Keep it up, I like the idea overall.

(+1)

I'm sorry, I underestimated the amount of brain fog I would have going into this due to sleep related issues, and playtesting like this requires a lot of mental energy for me. Nonetheless, I hope you will find it useful. 
 

Developer

I never expected anyone would finish wall jump tutorial without ever acknowledging it even exists. That would actually be funny if not for the final result. I have to bulletproof the tutorial.

As for enemy projectiles blocking yours my intention was to add some dynamics - it encourages not standing in place and shooting, and encorages switching targets. It also foreshadows projectiles hitting each other which is used for defense later on.

There's no delay on jump btw, it's all animation making it look like a jump with windup. I never thought it would be received kinda negatively.

Thanks for playing. Yesterday I was reviewing up to the middle of the night, so I know the feel.

(+1)

Regarding the jumping delay, I did notice a delay but I'm sure it was just normal input latency due to vsync. I'm used to playing games with vsync disabled to reduce latency as much as possible. It became noticeable because you have a timing based mechanic.

I never actually knew there was a tutorial going on except for the text I had read at the start lol. 

I gathered from comments and such that there's a lot more to the mechanics than I was able to uncover in my blind session. It looks pretty interesting. Hope I can try out a more polished version in the future.

Submitted(+1)

Beautifully difficult game here. I might just be a slow learner but it took a while to understand the parry and may take even longer to get how to control spirit form. I ended up going through my first few runs assuming I'm meant to platform just with the shell casings which still helps keep the game going until I get it. Parries are satisfying once you finally get it. I didn't quite understand how to deal with the minigun enemies so they're still nuking my health pool before I get to the boss. I'm sure if I keep coming back to it I'll get there but it would be nice if it were more clear how to get through some of it.

Developer(+1)

Yeah, the chaingunners are tricky, but there are a few options. I'll write those below in case you don't want to be spoiled. I'm so glad I didn't adjust the difficulty, because I have to actually lose on purpose in order to die, so a bullet have been avoided there. Spirit form is not very controllable at the moment, so it's something you can at best redirect or try to keep the speed moderate. Thanks for playing!



Kicking the flying enemy into them will explode and instakill (unfortunately it's not very consistent at the moment), you can spirit form through, or rush to the wall in front then melee when its safe, or just have a dakka-off until they drown in their own shells.

Viewing comments 29 to 21 of 29 · Next page · Last page