It feels great adding new weapons and becoming super powered Mechapede! The controls are difficult though, and I found that usually the best tactic was just to stop moving and shoot which was a bit unsatisfying. I liked that you had a simple and clear tutorial at the start, I think you should have skipped it after the player dies though, I didn't need to see that tutorial again every time I died. Otherwise, pretty nicely polished game, nice work :)
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Mechapede's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #15 | 4.154 | 4.154 |
Audio | #35 | 3.808 | 3.808 |
Overall | #36 | 3.808 | 3.808 |
Graphics | #38 | 4.077 | 4.077 |
Theme interpretation | #41 | 4.038 | 4.038 |
Gameplay | #69 | 3.462 | 3.462 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL:
https://github.com/crlprk/Github-Game-Off-2021
Comments
Thank you for the advice!
I had made the tutorial and level as one big piece because I had originally planned for more. (Didn't realize the amount of work it would take)
What would have made the controls easier for you? I've gotten lots of good feedback on it so far but would like your input on it as well.
Amazing, it was so fun. I loved finding new weapons to add to my mechapede. Controls were a bit difficult, but it didn’t stop me from having fun!
Great work!
Impressive! Nice graphic and beautiful movement. Turning around is a bit difficult
I am not sure it is just the controls, I think I have a hard time seeing where is the direction of movement when the head is at an angle, perhaps slowing down the turning speed might be something to try. Sorry, it is a vague feedback, I feel there is something not convenient but I can't exactly point to what is it.
Very interesting game with a very unique upgrading system! The movement is really fun, but at times a bit hard to control, especially at the boss fight. Didn't expect the boss to be able to take me down in one hit, especially since the rest of the enemies didn't seem to do any damage, but it did, which was a surprise. P.S. My game crashed at the very end when I was defeated by the ant queen.
I think the turning speed could have been less extreme. I was swiveling like a drunk centipede xD Also not a fan of bouncing the walls.
Hmm... I cannot remember exactly, it's been a while. I should have taken a screenshot, my bad. The short of it is that I died by the ant queen, then a popup came up with a very long list of gibberish, then the game crashed.
Nice entry! I liked the idea of adding new weapons in the centipede.
Well done!
One of the best games I've played! I have finished the game and enjoyed playing every second of it!
Very unique game. I love the idea of building yourself to be longer and longer with different weapons, and I like the idea of that essentially being your lifebar as well.
The controls are very hard. You really have to take your time and turn your head before you can walk, especially if you're in an enclosed space where bouncing off walls is likely. And you can't easily walk around while attaching new body segments either, so there's a lot of time during the game when you're not moving. And like, that's not a bad thing, it's cool to have a shooter where you have to take things slow... but when enemies can shoot at you before you even see them on-screen, the slow movement makes the game really difficult.
Love the visuals, love the sounds!
The easiest thing would be to get rid of the tank controls - just have eight movement directions from WASD, and disable the bouncing off walls thing. And make it so that you can just walk into body segments to attach them, though the mouse option would still be there.
However, in essence, you ARE a literal tank, so tank controls do make a lot of sense. So I think it's probably better to keep the slow movement and reduce the difficulty on the enemies - lower their vision distance by a lot so you have time to prepare and not get ambushed by a bunch of enemies (currently they can see farther than the player can which is a bit ridiculous), and lower the amount of damage they deal to your segments.
Like, it depends on what game feel you want, I would say... do you want a fast-paced action dungeon crawler, or do you want a game where the player feels like a big, lumbering, nigh-unbeatable monster?
Sweet game! Loved the uniqueness of it, even if it did take a while to get used to. I think my only real complaint with the mechanics is the way you bounce off of walls but otherwise very polished game, great visuals and great sounds. Very well done!
I'm super impressed with everything about this game. The unique movement, the graphics, the weapon variations, it's all extremely fun and great! It did take me a bit to get a hang of moving the centipede around, but I had a blast. I even ended up playing the game twice to explore rooms I hadn't gone in yet.
Though, I think that there could be less weapons? Or maybe a bit more balance of the damage output? After going to the central room, picking up the machine gun, and then going to the north most room and picking up all the guns there, the game becomes a breeze to get through. I didn't even need the laser weapon that can be found later on to beat the final boss. This didn't detract from my experience but I thought you might want some feedback. All in all, a great game, good job!
Thank you for the feedback! I'm glad you enjoyed it.
Yeah, balancing the damage output and health was really hard to do because depending on the player and playstyle, you can either be super overpowered or very very underpowered. I balanced the playthrough for the jam assuming that most players would have a bit of trouble with maneuvering the centipede, but in the end, I couldn't strike a perfect balance for damage and health.
I'm thinking after the jam is over, I could change up the levels a little bit and try to balance a bit more for a proper finished release.
Really cool entry! I like how you approached it! Was it me or were there no health bars? I had no idea if I was damaging enemies as there seemed to be no feedback! Sometimes when I got caught between two walls, I didn't know what was happening because it would bounce between! With some things like that ironed out this could be even more AMAZINNNNNNNG !! Because it has a great foundation for an awesome game.
Thanks for the helpful feedback!
I really wanted to make a custom health bar system that showed individual body part health and etc, but I ran out of time before I could implement it. Maybe something to implement after the jam.
The wall bounce is something I got a lot of feedback on, and there are lots of things I could improve upon in that area. Perhaps even just changing the level design to not have tight corridors would have helped.
This is a very fun game at heart. I like the idea that you can build up your centipede by attaching parts to the body, and losing them when you get hit.
Nice concept. I always like collecting and building up stats. The movement was quite hard getting used to. Maybe dial down the sensitivity of the head turning or something. Great concept :)
Good work, I am a sucker for bullet hell type games so this was a cool one to play. I found the thing most limiting to my enjoyment of this game was the movement. I played it for a pretty extended period of time and was wondering if experience would help me better control the mech, but it did not. I think if you make the steering a bit more 'snappy' and responsive rather than having some latency when turning would make the game much more user-friendly. Also, the auto-bounce on walls sometimes let to frustrating situations when I would get trapped in a corridor (I believe in the room before the boss there are some tight pathways on the perimeter). My intuition expected the ability to reverse, maybe that's an option open for your consideration?
I really enjoyed the mechanic of dragging and dropping weapons onto your mech. It's passively increases your time to die while also giving you an edge against some of the tougher enemies, so that was really well done. All in all, good job!
Thank you for the feedback!
The movement was something I messed around with for a while, but couldn't get a perfect solution by the deadline. Perhaps in a later patch when the jam is over I can try to update it a bit more.
Would you say that the movement would be easier without the wall bounce at all? During my playtests, I found that without it I would be unable to move in certain situations after hitting a corner. Perhaps a backward movement option would have solved that problem.
I honestly think that the wall-bounce wouldn't be an issue at all if steering was a bit easier. I think the issue I was running into is that I would bounce off an enemy -> bounce off a wall -> now all of a sudden I'm going backwards -> try to turn around -> bounce off another wall... you get the idea.. But yeah, reverse might be a good option with steering that represents the inverse of forward steering: like how a car turns in reverse.
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