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A jam submission

(a)wokenView game page

FPS with mechs.
Submitted by Federx (@FederxDev) — 2 days, 23 hours before the deadline
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(a)woken's itch.io page

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Comments

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted(+1)

i like it a lot, but it's very rough.

random thoughts:

- i like the juice that makes you feel like you are inside a mecha, like the broken glass at low hp, the cockpit etc

- spend more time on the feel of the cockpit, on walk, jump land etc 

- i like anime style for chara design, mecha+enemy design dosent gel very well to them thou.

- scrolling for weapons for two arms is very cluncky. if this is a speedy arcade experience ala quake this system is not well suited for high octane combat

- i like that you can shoot down enemy's missiles, you should expand on that

- if you aim straight down at your feet the game fuck itself up

 I dunno your aim with this game, but GL

Submitted(+1)

Base gameplay is really fun! More particle effects on hitting an enemy/killing them, and a directional damage indicator would be nice. Only "bug" I encountered was the usual Godot loading jitter.

Submitted(+1)

Gave this demo a shot and ran into a bunch of interesting technical issues during play, including graphics corruption and what appeared to be drift or lossiness on mouse sensitivity. The graphics corruption was similar to what I encountered when attempting to play No Man's Sky, so it may simply be that my 750ti can't handle what your game is trying to do.

I definitely prefer tight controls and high responsiveness when piloting vehicles in games, so the somewhat sluggish mech controls for this game were out of my comfort zone. The hover at the top of the jump feels good though and I'm glad that it activates at the top automatically.

I got beat up on the first map and wasn't able to defeat the enemies that were present. I'm not sure if this is because I'm bad or if it's because all of the graphics were starting to break down or if it's a little bit of both.

Left mouse firing weapon on right side of the mech feels very weird- I'd recommend adding a setting in the options menu to invert weapon pickups so that left click fires left gun.

One of the weapons I picked up appears to not do anything. Unsure if that's intended. I didn't find myself using the sprint at all and I have no idea what fortress mode is supposed to do. All enemies seemed to be continuously pathing directly to my location.

Lots of hiccups and performance drops as things were loaded. Loading screens should probably have the word "Loading" on them somewhere. The music seems nice.

Overall it feels like a good starting point; still very rough- but that's what demo day is for. I would focus efforts on refining player input - from the mouse sensitivity and camera responsiveness to the different ways left and right click are handled (I can hold left click to keep firing, but that doesn't work for right click, etc).

Full playthrough video here: 

Cheers
Developer

what the FUCK, the graphical issues are new to me. very interesting

Submitted(+1)

Gameplay you have so far is already pretty fun. Very cute girls. Gattling gun is definitely my favorite weapon. Has the best audio / visual feedback of all weapons so far.

When firing a weapon for the first time there's a 1 frame stutter. If I had to guess it's Godot loading the assets / shaders for the bullet trails. If I'm right you should try preloading them on game start if possible.

Sometimes it can be hard to tell where you're getting hit from. Game could definitely benefit from some sort of damage indicator like picrel (where the red shape indicates the relative direction of impact).

I'm also not too sure what fortress mode does. Does it just slow time down a bit? The naming makes it sound like it improves defenses but I still got mowed down pretty quick with it on. I could see the noise it makes when you turn it on annoying when players use it frequently.

Other than that I like what I see so far. Looking forward to further updates. Keep it up!

Submitted(+1)

https://www.twitch.tv/videos/2138119332

your stream starts at around 14:00

Submitted(+2)

Nice job! you've got a great start so far! The mechs overall feel pretty good. I love that your mom did artwork, thats adorable!

I think turning off texture filtering might help, since a lot of the graphics like the radar are so low res. even if they're just placeholder for now.

I think quick turn on down + shift is not great, especially without having an animation for it. I thought I was teleporting and got really confused. I would map that to something like Q or X, and have Down+Shift be a dash backwards (that's what I was trying to do anyway, not realizing I was quick turning)

I think the jump and hover are a bit too floaty. I would crank up the gravity scale and maybe try to get some more dynamic arcs to the jump. you should drop like the 100 ton brick shithouse you are when you let go.

As for weapons, I think the distinction between "primary" and "secondary" here is not nearly as important as "left" and "right", and I think it would do well to have those coincide on mouse and number keys. so lmb and 1 should control the left gun, and rmb and 2 should control the right gun, that way you don't have to mentally flip it around.


lastly, small bug, but if I'm firing the gatling gun and switch weapons mid fire, the gatling gun continues to shoot.

All that said, I like this game a lot so far and can't wait to play more! I hope this feedback helps you with development, and good luck!

Submitted(+1)

First time I went into the settings I completely missed the other panels in the top right, seem to be missing some keys though still. Should probably center the buttons more so blind people like me don't miss it. Please add an invert mouse Y option. Jumped straight into arcade without going through the tutorial, seemed pretty straightforward though, except for the items. Quite a bit of stuttering when objects are first loaded in. Map feels really close quarter. I personally prefer more cumbersome, slow mechs - would be nice if it had more weight to it, slow to turn etc. But that's just me. Weapons are on the opposite sides from the mouse buttons, feels weird. The mechs spawning in looks pretty goofy. The character portrait seem sort of oddly placed, looks more like its in the middle of dialogue (like in the tutorial I played through after arcade). Would make more sense if it was one a screen. I'd generally like to see more feedback; on getting hit, enemy mech corpses, etc. Looks like there are a lot of different enemy mechs already, nice. 

Performance deteriorated completely after playing a while and it pretty much got unplayable. Also the chaingun stopped shooting bullets too eventually, I don't think there was any ammo? Yet? Looked like it was trying to shoot too, its at the end of the video. 

Great work, can't wait for the world spanning campaign.

Developer

holy shit i have never seen so many enemies spawning at the same time.

this is NOT supposed to happen.

thanks for the feedback!

Submitted(+1)

Haha yeah it did feel a bit odd.

(+1)

Played for a bit on tutorial, arcade and the test rooms. Video: 

This does feel like piloting a mecha, very cool. Random thoughts ahead.


The minigun is so much better than the other weapons, the don't come even close.

The sound of the mine throwing weapon is very silly.

Looking directly up or down causes issues with the aim.

I like the destructable things in the level.

For some reason, something kept rotating my view or outright teleporting me. It was very disorienting.

When killing enemies on the middle of the level, more enemies got spawned generating an army.

I didn't notice what the shield could do.

The game was very demanding on my PC, the fans were going crazy.

It is cool to see the game improving, I'm looking forward when you are adding missions to it (I don't know if you are, but it would fit the type of game). Keep up the good work!

Developer

yes, i do plan to add a single player story mode.

the quick turn seems to be unintuitive for most

Submitted(+1)

Really impressive from a technical standpoint. Some others have already mentioned this, but occasionally when shooting the game would freeze for just a split second, but then it went back to normal. Apart from that, it runs great. Some minor bugs I noticed were enemies getting stuck at the edges of maps, and some other enemies suddenly floating in mid-air after being shot. Also, for some reason, the entire game window will occasionally disappear when turning fullscreen off, and the only way I was able to get it back was by forcing the game to quit and reopening it. Looking through the other comments here, I don't think anyone else has mentioned this bug, so it may just be on my end.

The player's score is determined by how many enemies they've killed, which means weaker enemies give exactly the same amount of points as stronger enemies, so there's not much of an incentive to target the stronger enemies. A good way to increase your score quickly is to just avoid the stronger enemies while focusing only on weaker enemies. I'm assuming this will probably change later, but it may be something to keep in mind.

It's looking really good so far. Hope to see more of this in the future.

Submitted

It works fine. The biggest problem for me is visibility. Shadows, buildings, fog, barely shaded enemies, crosshair, window cracks and fortress mode on top become noise to me as I mow down enemies by the health bars alone, and spam sprint to preemptively avoid missiles. It feels like audio could also be better.

At first I didn't even notice the damage taken indicator because of all the things going on. Sometimes I get teleported or turned around instantly, I'm not sure what's that about.

Developer

the quick turn happens when you press backwards + shift.

yeah the fortress mode is fucking ugly, i kind of half assed it back then

i rarely use it while testing honestly, i added it because my mech in hawken (the vanguard) has a similar mode, but i might unironically disable it in future builds

Submitted(+1)

The only game I remember playing in my life with a first person mecha was Lost Planet 3. So far I like where this game is going. Some technical issues I had was that the game freeze when shooting but after a couple of shoot the game ran fine... maybe loading a shader? I'm not sure because I know nothing about Godot, but normally is stuff like that. 

I played arcade mode and reach a score of 58 kills. I know I can hover around and stuff, but I just activated fortress mode and hunt robots from a corner.

Also the protagonist, she is cute so I drew her. Mecha + Cute Girls = good, that's my brain work. Keep the good work.


Developer(+1)

woah, thanks for the fan art!

Submitted(+1)

I loved it!

  • For some reason it freezes at first shot, but after that everything is good.
  • It is really fun to tear through horde of enemies.
  • Game really likes to spawn enemies on any "action" map, after ~100 seconds it starts to spawns them so much, that the game starts to lag really hard (I could reliably kill enough enemies on "Ol' Reilable", so I played it much more than arcade map)
  • Text tutorial didn't work for me, I am still not sure why sometimes C re-buys selected item (even if I have it), sometimes when I hold C it heals me.
  • I am not always sure if something is hitting me (red mark on UI doesn't show melee hits?)
  • It is cool to break some small items in the arena, would love to break something more impactful (like blow up road bridge to block some path)
  • I do like the art and music/sounds in game.
  • It feels cheap, but you can fast swap all weapons and increase your DPS a ton.
  • I do not like how explosions launch enemies around, most of the time melee enemies launches closer to me and rocket enemies get stuck high on walls.
  • It is cool that most of the UI is in mech. (but you can't see what weapon is next)

Small bugs:

  • Fullscreen option just minimizes the game.
  • Dialogue still plays even if you pause the game.
  • If you still hold LMB and change from machine-gun, sound will still play.



Submitted(+1)

very impressed with your speed of progress, this is so far beyond the first version i played before (DD54 maybe), which didn't even have sounds or projectiles... this has come so far in such a short amount of time, great job.
echoing a lot of what others have said here, but for me i think the most helpful thing to add would be indicators.

  • indicators for offscreen missiles
  • clearer indicators for which weapon is armed, and the cooldown remaining  
  • improvements to the health/damage indicators, so for example a limb on the monitor blinks yellow or red when it's hit

the mech weight feels nice while also not too slow. some nice clunky mech footstep sound effects would go a long way in helping with that classic mechwarrior feel.

also i died alot. enemy onslaught is pretty unforgiving

anyways good job, has the bones of a great mech game, and look forward to seeing this progress!

Submitted(+1)

Very good.

Controller support isn't great, had some issues where R1 would both jump and change weapons while the D-pad didn't actually change weapons, just the UI. After I restarted the game once, I couldn't change weapons or shoot with the controller. But the keyboard controls work more than fine, so I just played with them. The minigun is fun, always good to have a fun minigun.

Taking damage feels a little weird, sometimes I felt like I could strafe and tank bullets all day and sometimes I would die without even realizing I was getting shot. But it's nice to have this much enemy variety in an early demo.

Submitted(+1)

Things I liked:

  • Verticality of the map.
  • Default alternate weapon that shoots the rocket vertically up and then it comes down. It's pretty fun to use though I didn't understand it at first and whas taking damage by shooting it under the bridge.
  • Truck on top.
  • Drawn portraits, propably wouldn't like them in a AAA game but they have soul. The designs are nice, would still be good if you decided to go digital instead of hand drawn.

Things I liked less:

  • The default left click weapon. It doesn't do that much damage but takes forever to reload. I kept finding myself trying to repeak after shot thinking it must be reloaded now but no, could not shoot yet. Minigun was just so much better and more fun to use.
  • The laser enemy - laser is too thin and in the beginning I didn't know what was damaging me.
  • Randomly game has stutters, a stutter takes like half a second stuck on a single frame but then continues on. Couldn't figure out if some specific action causes it but otherwise my FPS was good.

Overall I think it it has potential. I was getting strong Shogo vibes. Not sure if it was some kind of inspiration but if not you should look it up.

Developer

the default left weapon is a shotgun, it does more damage at point blank.

Submitted(+1)

Felt a bit lost while playing because I didn't know what the health is and how the damage impacts gameplay. Also I couldn't tell a difference between the three available options through the mouse wheel. Also projectiles fired by enemies disappear mid-air when you kill the enemy. Movement felt very good though, very mech-like and heavy. Sound was also decent but damage to yourself could use a bit more impact I feel like or some more indicators. 

Submitted(+1)

Played for roughly 15 Minutes.

The Grey Screen after loading is weird. I'm assuming all Menues are Placeholders. The Character in the Corner makes no Sense, if you want a representation of the Playerface there, consider a Console or something, but even that wouldn't make a lot of Sense. If you just want the Image, how about your Commander phoning in for Mission Objectives, or a Picture of a Friend or something?

When you die the Weapon Sounds from the Machine Gun don't stop. Theres a missing Feeling of Weight to your Mecha. Needs more shaking Consoles, stompy Feet, Crushing Cars when walking over them, or firing at them with Hitscan Weaponry, All that Stuff. Also an Overhaul of the UI Screens, they seem to work but are very Barebones. You also jump between Worldspace UI on the Bottom, but then put the Compas, Minimap, Picture etc. just on Screen, which clashes. Either stick to one or the other, preferable the former. 

No Ammocount, no Overheating or Stuff like that?

The Mecha bobbing when moving but the Camera standing Still doesn't work. It makes you feel disconnected from the Mecha.

The Truck driving on Top is really Cute. Also apparently the only Car my Gatling could damage.

When you fly on top of a Building, the Enemy Mechs fail to find a Way to fire at you, making it trivial.  Also personally I think flying Mechas are stupid. Those are huge and heavy Machinery, it'd take immense Power and Fuel to lift them, much less at that Speed and Acceleration.

Your Camera not beinding down on Position makes Sense I guess, but it feels odd. I also don't know how your Mecha is designed, or if it would even be able to look straight up/down like that.

Developer

all legitimate points, but i won't negotiate on the flying mech. the hover mechanic is a big part of what makes hawken enjoyable

Submitted(+1)

Sure, after all this is just my Opinion. If you want flying Mechas, go for it.

(+1)

Probably the biggest game I've had to download for one of these. Haven't really gotten that deep into it yet but I'm having fun so far, brings back memories of those mech pod games they used to have in arcades. And the portrait art is really nice, did I hear correctly that your mom did them?

Developer

correctly did you hear.

Submitted (1 edit) (+1)

Shooting feels pretty decent, level design is quite tight and a bit claustrophobic at points, but I assume that's the intention. I like the pilot portraits in the corner, it's reminiscent of mecha games like Bulk Smash on the Sega Saturn, just need some animation and voice lines. A few of the UI stuff such as the compass could be scaled down I think, it takes up a bit too much of the screen along with the displays and the mech's cockpit frame. All in all a really solid foundation you have so far though, I'll be watching this with great interest!

Oh, and the DOOM inspired loading screen is also great, love that touch.

Submitted(+1)

I had a pretty good time blowing up bad guys. The gatling gun ball launcher is prolly my fav combo.

I'm not really sure if the turret did anything, and I have no idea what the yellow triangle ability does. I think I found where the enemies spawned and just shot at that area with explosives kind of cheesing the game. 

The mouse buttons for the weapons seem kind of odd L/R being swapped made me fire the wrong gun multiple times, and it was a bit difficult telling what or where I was taking damage from aside from the missiles.

Midway through my playthrough I froze up crashed, and I'd also experience major FPS drops later in the round when tons of robots were showing up.


Viewing comments 32 to 13 of 32 · Next page · Last page