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Mecha Team Maverick's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #7 | 4.036 | 4.036 |
Overall | #12 | 4.000 | 4.000 |
Visuals | #15 | 4.286 | 4.286 |
Audio (Does not apply for Physical Games) | #18 | 3.571 | 3.571 |
Originality | #40 | 3.250 | 3.250 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
video game
Was your game made solo or in a team?
solo
Did you use any third party assets, if yes what assets did you use?
all done solo except font = Zen Dots from google fonts
Did you use choose from one of the optional secondary themes?
no :(
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
Unironically one of the best looking games I've played yet hahah I absolutely love this aesthetic. Always have. Reminds me of all the old DOS games I used to play as a kid. I think if I could offer any criticism, it would be that a mini map would do this game a ton of favors; especially in the second level, I found myself wandering around looking for the last few targets. I also think this game needs some juice. I would advise adding a bit of screen shake, and making the bullets just a bit chunkier. If you haven't yet, look up "the art of screen shake" on youtube for some really fantastic insight into the kinds of things I'm talking about. Overall, this was a lot of fun. Good job!
Thanks i'm glad you like the aesthetic ^^
Yeah the idea is that the view angle is kinda like being able to go wild on someone's rts map which is totally inspired by Brigador Mechwarrior 3050 and indeed a bit of old Dos games in the mix :p
Yeah the radar is probably what i'll add after a bit of rebalance for the weapons, said rebalance i just haven't pushed yet as i wasn't sure if it broke the jam's rules so i'll push it post jam.
Thanks for the recommended video :)
I've checked out on youtube, i suppose it's the conference one with the guy from Vlambeer, and it was indeed pretty cool and informative, so that's probably some things i'll add with the weapon rebalance to see how they feel XD
Thanks again for playing and sharing your thoughts !
I left a comment on the game page instead of here, but basically it's a fun little game and I'm impressed by the amount of custom content you made during the jam. Could use a radar or something, but overall it was fun and I cleared it :D
No problem :) since you put your more detailed feedback on the other comment i replied in detail there as well, thanks again for playing and commenting !
A great fast paced game that is super polished and fun to play, it was quite clear you put a lot of effort into all the little details. My only critique, and I'm nit picking here is the enemy AI, but that's completely understandable given the time frames, awesome work.
Thanks ! happy that you apreciate the efforts put into my entry despite its many rough spots :)
No worries it's not a nitpick it's a legit issue and here it's not entirely due to the jam's time, the thing is, i wanted to try out real pathfinding this time, but i still did not quite understood how it all works, so seeing this while jamming i made a sort of very bad and dumb compromise of an AI where it kinda has some pathfinding elements which did not work all that well (and i still don't know why), and some basic "Player is here, go B-line towards, Wall what is this concept ? me no understand."
So hat's the best i could pull off given my current knowlege XD
Really fun!!! I loved how the Vulcan let you aim in any direction, a subtle but noticeable power-up!
Thanks for playing ! glad you found it fun ^^
Haha yeah the vulkan is definitively... subtle, at least that's what people have been saying so far :p
I loved this. It's got a nice retro pixelart style, which with the music put me in mind of early DOS or the Megadrive. It was simple to pick up but still pretty addictive; I ended up finishing the whole thing (which I was not expecting as I'm generally awful at boss battles).
I also really liked how you included the mech pilot aspect. That's something I'd originally hoped to include on mine as well, but ran out of time. It's done really nicely here, with the avatar on the UI and customised paint schemes.
Thanks happy that you liked it :)
Pretty big Megadrive fan so yeah, the influence tends to come from that for the pixel stuff XD even if here i mixed it between the old Mechwarrior game on that system, with more modern stuff like Brigador but aimed for something in between these 2 at least gameplay wise.
Cool to hear that you played it through the end !
I wanted the difficulty to be as accessible as possible to all skill levels with it still being a bit more versatile with the character stats system, originally i wanted the characters to have even more impact on gameplay like different movement speeds and all but then i came in front of the hurdle of having to figure out what minimum speed would still remain playable and considering the time for the jam plus all i had to do at this point i decided to scrap that and went for the more simplified system that's in the final release, and of course i didn't wanted to have such a system and have every character just pilot the same colored mecha so i took the hard way and decided to have a custom paint scheme for each character, and of course even in the select menu :p so i'm happy also that you like the extra effort ^^
I have to admit the game was a lot of fun, I played through the whole thing in a sitting, the power ups where one of the most fun things in the game, Would have liked the story to be integrated into the game, but I know with time constrains is difficult, the art was really good, loved the pixel art, the buildings were cool :O
Would have liked the bases to be a bit more easy to find, maybe have them laid out near the roads more often, as for the enemy ai, would be cool if had a range at which they started attacking instead of just swarming XD it led me to pile them up all in an area and finish them, also the weapons balance is a bit off, the heavy rifle is by far the strongest from the pack, and as for music and sound effects I think it still needs more work, but so far I really liked what you presented though it was fun :D
Yeah that's the one thing i still have trouble with, at least in the short timespan of a jam, is to really fully integrate story elements to my games instead of them having just a quick blurb on the page to give context to the player, but i hope i'll eventually get there :p
Glad you like the art as well ^^ i wanted to have distinct target buildings from the map layout ones and i got lucky that they turned out okay.
Agreed from all the feedback i had so far that navigation is a big issue, i think i'll probably try to patch in a radar or something but i also like the point you have about the roads, i should probably try better signposting within the leveldesign itself.
The AI ended up as the best compromise i could acheive from what i learned since i started making games, and trying some new pathfinding stuff which i frankly still didn't understand all that well, so they are dumb as bricks, however they do have range, i just tried to keep them mobile when they shoot to have them seem a bit more agressive, but yeah long story short ai is trash because i still lack some programing skills to pull off a better one at the moment :p
Weapons balance is indeed completely off, mostly due to not playtesting enough before the final release to get the proper feel of all the weapon's traits, but i have already some fixes in the works just not published cause i wasn't sure if updating during judging would break the jam's rules.
Thanks for giving my entry a go, and for your feedback :)