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A jam submission

Tecnology WarView game page

Submitted by Azrhyga (@azrhyga) — 3 days, 3 hours before the deadline
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Tecnology War's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#532.7043.200
Overall Fun#622.1972.600
Art / Graphics#652.3662.800
Controls / UI#661.6902.000

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This game has potential, but unfortunately it's very unpolished at the moment. I can imagine myself playing it on the mobile device (do you have plans to make it possible?), but for now it's definitely too hard to play.

Music and sounds are interesting. I like the idea of overheating the weapon. Graphic style have some charm to it too, somehow reminds me of older 3D games.

Like others before me have said, camera controls feel weird, it's very slow and I couldn't even turn around fast enough when someone was shooting at me from the side.  I also had strong impression that there's some delay.

The issue for me was also that if we press movement keys when shooting and then we stop firing a weapon, our character will stay in place. I think it would help a lot if you check if player is holding movement key right after we stop shooting.

Retry button after losing didn't work.

During the talking with NPC I was confused and I thought that the game froze, because there was no "Enter" button listed in the controls. I think that letting players proceed with the interact ("E") button too would be intuitive.

I believe that the player's weapon is too weak, I think the whole magazine wasn't enough to put down one enemy, when they could defeat us without stopping even for a moment. It would be nice if our gun was stronger, but if you don't want to do that, maybe you should at least make enemy weapons overheat too?

Enemy AI seems a little off. Sometimes they don't see us even from quite close range, while other time they can shoot as from very far away. I think that complete lack of reaction when we are shooting at them is weird too. I would consider changing it so they can see us only from closer distance. They could also react to our shots even from far away (maybe even after a few seconds), starting to shoot at us. It would encourage hiding and getting to know enemy routes, so we won't end up too close to them because it would be too risky.

General idea is fun, but it needs a lot of improvement. I believe that you will be able to repair it, I will check it out again in the future. Good luck :)

Developer(+1)

Hi, thanks for giving it a try!! I really appreciate it a lot!! Here I will answer all the feedback than you gave to me

  • And yes, there is a problem with camera inputs and the system… I will fix them for the next update
  • It’s another bug too related with input system, will be fixed in the next update
  • The retry button not working is another bug than looks like escaped during the testing… I will fix it
  • Oh okay, and yes, it’s a good idea, I will look to implement it
  • Enemy weapons can overhead too equal to the player weapon, and also the enemy weapon make less damage, but it looks than there is another little bug making the overhead of the enemy weapons be not working well… I will fix it too in the next update
  • And yes, the AI have some big problems with detecting and shooting… It’s one of the things than player reported to me in this Feedback Quest jam, so I will rework all the AI system for fix the bugs than have and for polish it

And yes, the game needs still a lot of improvements, so it’s why is still in development and the game also is still not finished and it will change during the development. Also the game will receive new content and new mechanics Thanks again for giving a try to the game and also thanks for the good luck!! I appreciate it!! Also good luck working on your game too!!

Submitted(+1)

Hi! I tried it for a bit. I like the 3D models, it gives it kind of a comic feel. 

I thought the controls were a little hard to use. I really wish that WASD still worked while in the shooting mode. I understand that you might want to have some kind of "turret" mechanic, but if you wanted to do that then I think it would need to be visually clearer why you can't move while shooting. And I think it would be better if you could just move while shooting. Also, I think the turning speed in the shooting mode is too slow.

When I killed enemies, it seemed like they dropped things, but I couldn't tell which ones I could pick up and which ones I couldn't, and there wasn't any feedback like a sound or icon when it seemed like I did pick something up.

Also the enemy AI seemed odd, they didn't seem to react much to being shot at. They did shoot sometimes, and I usually died fast because of being unable to dodge without exiting the shooting mode.

Hope this helps!

Developer(+1)

Hi, thanks for trying it!! I really appreciate it a lot :D I will answer you all the feedback than you gave to me:

  • Oh okay, I understand. And yes, the reason why you can’t move is to have more precision at the hour of shooting, but the actual system stop all the input while you’re aiming, and that causes some problems. I will rework it. For the slow turning speed I will increase it and balance it

  • Yes, when you kill the enemies they drop medic kits for restore your health, and when you pick one passing up to it it emits a sound indicating than was taken. I will look to make it more visual and more understandable

  • And yes, the enemy AI have some problems. I will work on fixing them and making them more challenging and not stupid

Thanks for the feedback!! It’s really appreciated!! Also thanks again for trying the game!! It’s really appreciated!!

(+1)

I am going through all submissions to make all developers aware of an important Google form I've made.

I'm joining the IQ folks to help organize smaller events in between the main FQ event in order to help prevent us from getting too many games in main events. Right now, I have a planned structure for these events but I would like to hear from everyone who was in this event in order to tune things better. The survey is a bit long, but it covers as much as I could think of. If you can take the time to do the survey by June 1st, I would immensely appreciate it!

You can find the form here: https://forms.gle/P9LPYwERhJtpZzteA

Developer(+1)

Oh okay, I understand it I will do it when I have time before June 1st Good luck with it!!

(+1)

Hello from tonight's stream!

I can see this being a lot of fun, but what caused issues for me was the controls. When you're third person, turning is hard to do well. You start slow and then build speed turning, but it still is slow compared to how fast you're moving the mouse. By contrast, in first person things are too fast. It still has that weird build up, but now it starts faster and goes faster to the point of making it hard to aim. Whatever is causing this way for turning to go, I'd recommend trying to disable it and instead make turning left and right the same speed regardless of view mode.

I would also say that when in first person (where the player can't move) the game should still track if they're holding movement keys so that the moment first person mode gets dropped they can start moving. I've found that even when switching from first to third person, the game won't register movement presses, resulting in the player standing still and possibly getting shot away.

Developer(+1)

Hi, thanks for trying my game!! I really appreciate it a lot!! I will watch the VoD of the stream for see the issues than you commented me and also other issues of the game so I can fix them more quickly

For the issues than you tell me, the problems with movement is one of the main issues than the game now have, as the camera system was rewritten in the past update and it looks than it makes some things don’t go well as for example it moves very slow or sometimes it glitches the camera movement, I will look to fix all these issues Also for executing the action than you are pressing after first person mode changes to third person mode it’s a bug than I have to fix, this time is related of how the game manages the inputs and blocks some of them in some situations,so I will fix it too

Thanks very much for reporting the issues, it’s very helpful for improve the game more and more :D

Submitted (1 edit) (+1)

Its rough, really rough.

The camera is too close to the character so you can't really see him, and at the same itme the fov is very low.

Mouse movement works weird and it often glitched, enemies are spongy and very dumb, theres no lighting, the enviroments are MASSIVE with slow movement speed.

I think the problem is that it has 100 small issues which need fixing, and they pile on each other creating layer of issues.

For now, I would suggest the easiest changes to apply: Increase fov, make the camera be farther from the character, make enemies have less health and give them a longer detection range.

It has potential, but its still really undercooked

Developer

Hi, thanks for giving the game a try!! I really appreciate it a lot :D Here in this comment I will respond you to the feedback than you give to me

  • Oh okay, I understand. I already received some more feedback about making the camera be far of the character and also increasing the FOV, so I will look to implement it

  • It’s strange… Can you specify me more about the mouse movement being glitched? Also I will polish the mouse movement, so I believe than that will fix that issue too

  • And yes, I know than the enemies are dumb, this was did for balance the game, because if not they can kill you in seconds without you having opportunity to react, but I will look to rebalance it for make the enemies more intelligent without breaking the game

  • Than the enemies are spongy it can be because in reality the enemies have 100HP of life, and your character with every bullet makes 4 points of damage, so you have to use almost 26 bullets more or less for kill an enemy, than is equivalent to the weapon having a high temperature, so you have to recharge for make the weapon low the temperature and shoot again. I will see with the enemy rebalance to make them less spongy

  • The lighting is a thing than exist on the game but you can’t notice it without looking very closely, it exists but is almost unnoticeable. I will look to modify the lighting system

  • And yes, I know that, but that have a reason than because why is of that way. Is because if I gave to the character more speed then the map will look tiny for the player, so for balance it I made the character go slow so the level looks huge, but I will look to increase a bit the speed while running, so it can be more easy to go in the environment and also more noticeable the change of walking to running

And yes, the game is undercooked as is still in development, so the game can change during the development of it. Also the game will have more content in the future expanding the story and the mechanics.

Deleted 10 days ago
Developer(+1)

Hi, thanks for trying my game!! I really appreciate it a lot :D Also here I will respond your thoughts and suggestions

  1. And yes, you have to press enter. There was before a UI element than said to you what key to press, but in an update that UI element was removed because it was consuming a lot of resources and then I forgot to implement another way to indicate the keys. I will work on that

  2. Oh okay, it’s strange… I think than is due a game bug, I will find it and fix it Also it’s a good idea than ESC close the menu and return to the game or to the previous menu if there is one before. I will work on that too

  3. Oh okay, I understand. And yes, thinking it now the way than it shows if it’s disabled, selected or active can be confusing… I will fix it

  4. The movement and aiming have the same velocity, only than aim takes more to move than movement. I did it of that way because I had some issues while making the new camera system, so to fix it I did it of that way. But I will look to a better solution

  5. It’s strange… You refer than you don’t know where the character is seeing or than is hard to turn the character into one direction?

  6. You can notice if you’re hitting an enemy because the particle is blue instead than orange, but I will look to make a new visual animation

  7. It’s strange… In the testings than I did before launching the new update the enemies was shooting great in the first stage… I will check it

  8. It’s strange too… I think than is another bug than hid of me while I was testing it… I will check it too

I will start working on it as soon as possible and I will launch an update correcting and implementing all the feedback Thanks very much for the suggestions and for all the feedback!! It’s very helpfull!!

Deleted 10 days ago
Developer(+1)

Oh okay, I understand… So if you refer than after turning with the character and then stop it turns a bit then I know the cause, and it’s because I thought than adding a bit deceleration before stopping when you’re moving will be a good idea for give more fluency, but it looks than it is not a good implementation… I will revert it in the next update too and also try to give more precision in the hour to move