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A jam submission

Project 001View game page

Mecha extraction shooter with highly customizable builds
Submitted by Goops (@_goops) — 18 hours, 45 minutes before the deadline
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Project 001's itch.io page

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Comments

(+1)

Beautiful visuals, really cool shader on the mech. Mech torso rotating separately from the legs is a nice touch.

Other than that - unfortunately there isn't much to do.

(+1)

There isn't much to do. Aiming is way off from where it actually shoots, Shift+A/D also changes Shoulder you look over, which is odd.

Projectiles seem to bounce off Enemies and other Stuff even if Damaging them? 

The Chain you summon extends way too far up I think, why? And why am I on a Halo-Ringworld? You also have incredibly high Gravity when not on Ground, to the Point where I almost instantly snapped back when falling from chain-end Height. Got up there riding the Top of an Enemy Ball.

Your Mecha has really thin Legs, could be thicker to support the Weight I think, especially if the Grid on the Back is supposed to later on carry Stuff. The Shader itself for Mecha and Chain could work, it depends on how it'd look in an actual Game with Textures on them and Stuff, instead of just on those single simple Models.

Your Mecha does not feel heavy to control at all. It doesn't need to feel building-shaking, that's stupid, especially for its size, but it should feel like a walking multi-ton Warmachine, not someone with a Backpack taking a Stroll. 

It's really early, so hard to give any Feedback on anything really, but most importantly improve the Feeling of the Mecha when controlling it to actually feel like a Mecha. Even if it's a small one, nothing wrong with that, but there should be enough Weight behind it to feel like it actually carries the Weapons, Ammo, Armor, Reactor and Pilot at minimum.

Developer

Thank you for the feedback!

Concerning aiming and shoulder switching, that seems to be unanimous so far. I will sort those two issues out for the next public build.
The chain extends all the way to the next ring, which may not be obvious right now in the current state of the game. I plan to add schematics and animations to make it more obvious in-game.
On your comments about movement, I'm taking notes. There's a lot of work to do still. Same thing for the shaders and models.

Submitted(+1)

as others mentioned, the reticle and where you are shooting don't really align much. i actually have a similar issue in my own game but to a much lesser extent
this added to the fact that the projectiles seem to be TRUE projectiles rather than a mere particle effects with a raycast makes it doubly annoying, because i'm effectively not hurting enemies in my own reticle, at all
why would you make the camera switch position with shift + left and right? it's extremely disorienting, especially considering that everyone uses shift to sprint

Developer(+1)

Thank you for the feedback!
The reticle and camera switching are definitely two areas that need to improve. The projectiles not hitting the target even when the dot is dead-on can be frustrating, and the camera switching willy-nilly can be annoying.
I have a few ideas to fix those two issues, I'll make sure to slot them in the next public build.

Submitted(+1)

presentation is already pretty slick, but there isnt much to say since its in such an early state
however, the camera auto switching can be nauseating and annoying, i would rather have a high centered camera or keep it on manual shoulder switching

Developer

Thank you for the feedback!
Camera switching was definitely something I needed input on. I have a few solutions in mind I need that I need to test.

(+1)

-Mech is pretty darn cool, I like the backpack thing and the transforming feet. No IK on the feet though, oh well.

-Bullets are really bad looking, and I wonder why the bullet shader would get all stretched like that.

-When the camera is on the left side, the gun no longer shoots in the center of the screen(reticle), lol. 

-I would like the be able to open my inventory/equipment while in wheel mode(it forces it into leg mode). In real gameplay, it would be nice to move fast while doing such management.

-Shader causes awful aliasing, is this intended? Both the outline and the dotted inline. I think it detracts from your mech model as is. 


-I realize you can quickly toggle feet, so you can actually just use the wheels all the time, since you can double toggle and turn instantly instead of doing a big turn radius. Not sure you want that. Besides, I'm not sure the turn radius is even that good of a dilemma compared to slow legs. Maybe you could balance it with better recoil/spread while in leg mode? Or, speeding up the legs.

-The scale seems a bit small, it looks like our mech is only slightly bigger than a man, compared to all the rocks and trees.

-Almost quit before I found the anchor. It's a bit ridiculous, but I like the idea of using a space elevator in place of portals in the Risk of Rain formula. I do wish the glass floor was more obvious, I was worried I would fall through. Too bad I couldn't pick any items up.


Not much to it, but keep up the good work.

Developer(+1)

Thank you for the feedback!

Concerning the aliasing and shaders in general, the look is quite the WIP still... bullets are default sprites that have trouble keeping up with how fast they are going.
Good points on gameplay balance, I agree. 
For the bullet offset, this is caused by the lack of any bullet/reticle adjustment. Switching shoulders puts the only yet-functional gun on the right side, creating a wide gap. Fixing this is next on the menu.

Glad you liked the space elevators! They are the main attraction, and how the player can move between rings.