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CyberPong - Mecha Brawl's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #4 | 4.250 | 4.250 |
Audio | #8 | 3.750 | 3.750 |
Overall | #25 | 3.450 | 3.450 |
Originality | #27 | 3.650 | 3.650 |
Accessibilty | #32 | 2.950 | 2.950 |
Controls | #46 | 3.050 | 3.050 |
Theme | #50 | 3.550 | 3.550 |
Fun | #51 | 2.950 | 2.950 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
Why limit yourself ? (Be able to control more than one character/object)
Game Description
CyberPong - Mecha Brawl is an arcade game where the goal is to create the flashiest combos by reflecting bullets multiple times.
How does your game tie into the theme?
To kill enemies, you must reflect their bullet at them. There are a lot of different ways to reflect, redirect and bounce bullets.
Source(s)
N/A
Discord Username(s)
ryokugin, elidef, xandruher, carras, unicall
Participation Level (GWJ Only)
Many (lowest on the team is 3, highest is 15+)
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Comments
Great game with lots of potential. Visuals, sounds and especially music is great.
I experienced a little bit of lag when bullets were reflected. Ingame menu is missing
Definitely wish I'd read the game page first for controls. Somehow the controls I ended up using weren't the one's listed; Q, E, R and T also worked for selecting characters and that's what I ended up using. I enjoyed finding the combination attacks that I did, my favorite so far being splitting bullets with the sniper before and after reflecting them with the sword, but I think some in-game info on basic strategies for each character would be helpful for those who didn't see the game page. A wave counter and visible score would also help to know that the game is in fact progressing; after a while I assumed that the bar running out was supposed to represent death and that it was just an endless game with no way to win or lose. Also being able to quit to menu without force-closing would be good. There's a lot of interesting ideas here though, and it was fun to play with for a while. Well done!
Great job on the graphics. Took a bit to get the mechanics down. Really impressed with the enemy spawns too.
Very well done!
I like the 3D neon-style and I really liked how each mecha had different ways of reflecting bullets (even though the sword seems like the one that is easier to manage, while the 4th mecha is a little hard to understand) even when in passive mode, and how it all combo'd together, good job!
Great visual. I run a little low in FPS due to my potato pc but overall i like the mecanics. Take a little while to grasp what every character do . I like the many option to bounce projectile back it add some strategie to the games to place the character. Love it
The visuals etc are fascinating - I don't have any idea of how hard it does go that, but it feels very high-level 3d stuff, especially for a jam! Really cool!
It took me a while until I recognized the game mechanics, so I was just swinging my sword for a few levels, and then I switched between a few mechas, figuring that I still liked the sword... But by accident, I realized that extra bounces improve bullets :D So it became way more fun when I set mechas so that I get 4 bounces and destroy half a map with one blast! Now that was fun :)
Great job!
Really good looking models, effects and animations.
Great combo mechanics.
There doesn’t seem to be a way to return to the menu after starting the game?
Also the audio settings page is a bit too much and gets cut off 🙃
It’s always a pleasure to play these creations, especially when they come from a team of veterans who consistently bring fresh mechanics, new challenges, and innovative concepts.
This game is very well-made and introduces interesting mechanics where you control multiple characters with different abilities to reflect projectiles back at enemies appearing in waves. The placement of characters is also important, as it activates special abilities, adding a layer of strategy to hit enemies effectively.
The numerous VFX are impressive and not something you often see in a game like this, and the character modeling is equally well-done. The music and sound effects perfectly complement the experience, adding to the overall immersion.
Kudos for this prototype, which has a lot of potential. There’s definitely room to integrate additional mechanics, but as it stands, it’s a great effort.
For those trying this game, I recommend starting with the trailer and reading through the game’s page, as everything is explained clearly there. For a future version, in-game tutorials might be a helpful addition to guide players through the dynamics. Excellent work!
Thanks you so much for the kind words !!
Awesome concept and it looks fantastic. I really enjoyed switching between the bots and using all their abilities. For me, the game moved a little too slowly and there was not much challenge. I could not figure out what the bar at the bottom was. But I do love this concept, and it seems like it could be extended pretty easily into a great full game. Great work! Congrats on the submission.
Thanks a lot for playing and for the feedback !
The bar mechanics were a late addition, it's part of the score system, everytime it runs out you get a score penalty, and you can see your score at the end (there are 16th waves). I wish we could've made it more clear, but we ran out of time (fun fact, ryokugin didn't sleep at all this weekend so the score feature was built while he was half asleep on his bed, telling me what and where to code. Yes, he did code blindfolded. We also fixed at least 2 bugs in this configuration)
Nice work! The graphics/vfx are really nice, and the music matches the futuristic mecha vibe. The game mechanics work very well together, too. It does give a bit a of a playground feeling, maybe it would work well if there were timed challenges or some kind of puzzle mechanics.
Pretty cool game guys! I really liked the visual and sound asthetic!
The gameplay is very fun, but some times the controls felt a bit clunky, nothing experience breaking tho :)
Also, felt it needed some extra objectives or hiscore or something to really hold on the player
Thanks a lot for playing ! I'm really happy you had fun :D
Do you mind elaborating on what felt clunky about the controls ?
Just so you know, there is a score system, but it's a bit hidden. If you beat the 16th wave, you get a score based on the amount of times you let the bar (at the bottom of the screen) run out. But we should've made that more explicit
Sometimes I didn't really know where I was facing and aiming was kinda hard, requiring more of trial and error rather than a calculated strike, as I stated, nothing that bothered me that much, just small tweeks to make it even better in a next patch :)
Ty for your entry guys!
Gotcha, yeah I can definitely feel the trials & error part, it's a bit too precise, I think we could've gotten away with larger hurtboxes on reflected bullets.
Many thanks for taking the time to write extended feedback, that's much appreciated
You guys knocked it out of the park with this game. The music and sfx were really well done, and the game mechanics were really good. Always impressed with the visuals from Xandruher, but they were extra nice this time around. The vfx is also really nice here. I also see that Ryo was doing development/programming solo and that is also impressive. I like the take on reflecting/parrying enemy bullets for this theme, but sometimes the parry felt a bit random.
I think the game would also benefit from some sort of scoring/leaderboard system, as I don't think it was possible to die so I was just messing around with the different bots. The UI was also a bit standard though, and there was room for improvement there.
Those issues aside, I was really enjoying the music and reflecting stuff to destroy turrets. This is truly a wild entry. Congrats to the team for crossing the finish line!
Thanks a lot for the compliments and feedback ! I'm glad you had fun messing with the robots :3
Just so you know, there is actually a score system, but it's a bit hidden (we didn't have a lot of time to implement it). After the 16th wave, you get your score and a tip on how to improve it ! (Basically, whenever you let the bar at the bottom of the screeen run out, you get a score penalty. If you manage to finish the game without letting it run out once you're a god)