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Junkyard Brawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1508 | 3.333 | 3.333 |
Overall | #1516 | 3.481 | 3.481 |
Creativity | #1613 | 3.556 | 3.556 |
Style | #1706 | 3.556 | 3.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
For Built to Scale I tried to incorporate two different "scales" and marry them into a single game. With the squirrel, FREEK, you are a tiny rodent who can handle small things like wrenches. Versus the big mech, MAX, who can handle giant mechs.
Development Time
(Optional) Please credit all assets you've used
All pixel art and visual assets (including cute pixel squirrels and heavy mechs) were created during the game jam using Aseprite.
Audio files come from a variety of sources. Most are from Kenney, some are from Pixabay, and some are from Open Game Art. (All assets properly sourced in the Github readme from the main page.)
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Comments
A squirrel piloting a giant mech is fun and funny idea and I had some fun, though I just wish that there was more to synergy between the two than simply walking and brawling as a mech and occasionally ejecting and repairing as a mouse. Cool entry, nevertheless :)
Well made, enjoyed both the art and gameplay
Very good submission! I really liked the character designs and animations, the gameplay felt good too. Nice job!!!
Nice submission! It felt very unique!
Very cute! The assets were all very cohesive, and you do a good job leading the player into the game mechanics with the clean tutorial explanation and visual cues.
The sprites are beautiful. And that piston hit feels good. Good job.
Like how the plot is narrated through level design, initially thought the control with the robot is a bit cranky and realized that it is to model the robot movement ;D
The "legs" movements of the mech feels a bit weird ... but it completely compensated by the piston that packs a punch with its super juicy impact frame and feels very powerful ! Gameplay wise I struggled with the button being in the bottom right corner, and ended up dying before getting back in the mech after a repair. I think I'd prefer another key to control that but its probably a skill issue from my part -_- (also unrelated to the game but I love the art on the thumbnail)
I agree with all of your feedback.
* Legs movement was _initially_ chunky but as the animations took shape, it really pulls down the experience. Originally it was over 50% slower and I bumped it up right before submission. I think a future update would need to figure out how max _should_ be moving. I still want him to feel like a mech but, like, right now its not good.
* Hotkey to eject or generally keeping the cursor closer to max would be a great decision.
* I'll pass along your feedback on the thumbnail to the Designer :D
absolutely fantastic art, fun gameplay! only wish there was a keyboard shortcut to get freek out from max… also the piston really has an oomph to it!!
Beautifull game
Thank you! I'm very happy with how the mech pixel art / animations came together.
May I ask you a favor? Nobody came to test my game, is that you could test it and give it an honest rating please
That maul animation/sound is satisfying
Thank you! This is the first time I've felt my pixel art is "clicking" with the animations. Very proud of that bit, just wish I had more time to spiff up the levels and add more enemy variety :)