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A jam submission

IronDroughtView game page

Customize your mech to defeat GK-191 a.k.a. The Godkiller
Submitted by SonderGaming, NeoAwesomeon (@NeoAwesomeon), ataboo, Matt J Hart (@MJHAudio), EnterLightning, tfx (@tfx_ste) — 1 hour, 40 minutes before the deadline
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IronDrought's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#14.4744.474
Overall#84.2114.211
Audio (Does not apply for Physical Games)#83.9473.947
Originality#243.7373.737
Visuals#253.8953.895

Ranked from 19 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?
Ulfgar - Programming, Alex R - Programming, NeoAwesomeon - Art & VO, Hiijcat - Art, TFX - Music, Matt J Hart - Sound, EnterLightning - Writing

Did you use any third party assets, if yes what assets did you use?
RPGWHITELOCK - Skyboxes

Did you use choose from one of the optional secondary themes?
Build It, Then Use It

Does your game contain 18+ content (Nudity, Gore, Language)?
No

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Comments

Submitted(+1)

Enjoyed the combat thoroughly, the damage system is great fun. Overall presentation was pretty polished for a jam, the effort that went into cutscenes was evident.

I also really liked the music, reminiscent of some 90s classics.

Great job!

(+1)

Wow this game was a lot of fun! the cutscenes/voice acting were really good especially for a game jam game. Enemies felt good to kill and a very fun boss battle at the end. I also thought the music was killer and the art was great throughout!

Developer

Thanks for playing! I'm glad you had a good time ^_^

Submitted(+1)

Damn impressive level of detail for a jam game. Getting that stuff coordinated is tough, so super commendable effort for that.

Developer

Thank you so much! We had a very talented team, and I'm very happy we were able to achieve the level of scope we aimed for.

Submitted(+1)

Loved the enemy mechs falling apart depending on where I shot them! I also enjoyed the retro mech game vibes. Also, the first enemy mechs you encounter reminded me of the grunts from Halo as they just kinda run around looking confused and cute before you blast them to pieces.

Submitted (1 edit) (+1)

Honestly I really liked this haha it was a little rough in terms of presentation but that's kind of expected for a jam game. The campaign was pretty impressive considering the time constraints, and the mech felt appropriately clunky. Something you *really* need to address, though, is the use of flashing lights in the cutscenes; I'm not photosensitive, and even I felt like I had to avert my eyes because it was uncomfortable to look at. I can imagine this might be a legit issue for someone who has issues with flashing lights. Overall I thought it was super charming, since it really nailed the feeling of playing the old Mech Warrior games, which I used to binge as a kid. Well done!

Developer

I'm glad you enjoyed it! I apologize for the lack of photo-sensitivity warning. I will see what we can do to address this ASAP.

Developer

You'll be happy to know that we have uploaded versions of the game that have new cutscenes without flashing effects.

Thank you for your feedback, and this is something we will keep in mind for future projects.

Submitted(+1)

SUPER COOL!!! I love me some angular and circular gauges and meters

Developer

Thank you! I'm glad you had fun. I had a lot of fun with the UI. ^_^

Submitted

Ran into navigation issues, and got stuck in the ground, in level 3. Ranged-attacking seems far more powerful than melee. I could never quite figure out how to rapidly decrease my current heat aside from not moving, and not moving isn't very fun. That said, it seems like heat just does some damage and resets, so I typically ignored it.


Aside from these points, I had a blast playing. I enjoyed the skill required to get rockets to arc to the right target and hit at range, and most straight-shoot-y weapons did enough damage to avoid being tedious to use. I did have trouble enjoying the Warrior loadout, between the melee and the kinda dull pistol-like weapon, but with the ability to mix and match loadouts that doesn't seem like a real complaint.

Developer(+1)

I'm glad you enjoyed our game! 

These are fair criticisms. And you bring up an interesting point about heat. There is an automatic emergency cooling system at the cost of energy, but perhaps it would have been interesting to have this as an active decision for the player. I agree warrior weapons could have used about 25% more damage to compete with the other 4 weapon options, which I feel are much more comparable.

Host(+1)

Just a really amazing game! 

Developer

Thank you so much! I'm very proud of our team for delivering on the level of ambition we set for ourselves this jam! :)

Submitted(+1)

The elements of customizing the mechs are great, but

I also like the elaborate level design.

The difficulty level is well-balanced, not too difficult, and I enjoyed playing it. Great job!

Developer

Thank you so much, I'm glad you had fun!

Submitted(+1)

Put simply, this game is just fun, no questions asked.

The customisation options feel meaningful in the playstyles they open up. The movement feels weighty and powerful, especially with the thrust enabled. The momentum is also captured pretty well, although it is a tad too swimmy for my tastes, like there's a too much inertia in my mech's legs (but that's just personal preference I think).

It's also got a bit of polish that was just surprising to see, mainly the presence of voice acting, an opening cutscene, but also the enemy variety and interaction with them, namely that you can shoot their individual parts off. And actual level design is here! (not just a sandbox): It's just a small thing but in the first level there's a narrow canyon you have to traverse to reach the next room, which is a fantastic way of showing off the movement system in a non-combat environment. 

I ran into a few issues where the level geometry would just bug out and I'd go out of bounds and/or through walls, and the UI could use a bit more contrast imo, but it's all within the error margin of a gamejam.

Overall, I had a blast playing, congrats to the dev team :3

Developer(+1)

Thank you so much for your kind words! I'm glad you had fun. ^_^

Submitted(+1)

I like the parts selection, not sure if it's just me as most mech/mecha game I play has zippy movement like armored core, but I find the momentum in movement interesting. I like blowing off chunks of enemy mechs and the way the fall to pieces upon death. I think I found an oversight in the second level where the enemy spawns from? I was able to exit it before triggering the hacking scene and go out of bounds. Personally, I find some of the weapon sounds to sound a bit weak? But all in all I really liked it! I actually liked the cutscenes and the voice acting too.

Submitted(+1)

Very fun and addicting. They get the player to want to try another combination of mecha parts.Very good art (The style of the mecha and the music, and each weapon its own sound and effects) Very successful.

Submitted(+1)

That was amazing.
It was super fun to play and the immersion was top notch. The customization is also a plus and it was fun trying out different kind of loadouts. Amazing job!

I was just wondering, is there a way to repair broken parts? I was getting quite far but lost my weapon and I can't seem to do anything after that.

Developer(+1)

Thank you so much! I'm glad you enjoyed it.

Currently once a part is broken it cannot be repaired.

There is a Restart Level button in the pause menu if you ever feel stuck.

Submitted

Ah, OK, noted~

Submitted(+1)

Damn what a ride !

I really had fun with this one, dat intro and overall story delivery is top tier, and gameplay wise i like how this is a more modern/better mouse controls version of Mechwarrior 2 with even the low poly aesthetic and selectable loadout to boot :o

and those music tracks are killer as well !

The only issues i had are not really with anything about the game itself, but more about technical stuff :

- When you reach the mainframe level, at some point i had to restart because i fell off the ramp that leads to the second floor and got stuck inside the wall

- Sadly i couldn't finish the game cause the mission when the GK 191 activates and you got to hunt the sheild generators on the large map started to lag like crazy, shame cause i really like the game and wanted to see it trhough :(

Other than these it's a total blast to play, every little detail from the hud style to the artstyle in general, the story and delivery, to the localised damage, are awesome.

Good job to all you guys :)

Developer

I'm glad you liked it! This was our most ambitious project yet, so I'm glad to see players appreciating the extra effort. :)

I'm sorry you had those issues. We also had problems with level 2 geometry during testing. I was unaware of the slowdown on level 3.

Submitted(+2)

Wow everything about this was amazing! It must have taken a lot of synchronization in the team to get something this well executed in terms of story, worldbuilding, etc. The mechanics felt amazing once I got the hang of them, and there was a lot of depth including the different mech builds, learning to use the jets efficiently. Different builds worked better (mostly arsenal vs impact for damage vs mobility) for different levels and got you to try out options. I loved the momentum and inertia on the player, it really felt like I was controlling a giant machine.

Music department was on top of it as well, it reminded me of the Armored Core soundtrack.

The only thing that might need work is the balancing and a few glitches (warrior felt super under powered especially because the fist seemed to disappear after a couple uses) but honestly I only noticed it because of how good everything else was.

I got a solid 2 hours out of the jam alone, but there's so much potential here. It felt really good when I finally beat it haha.

Developer(+1)

Thank you so much! We had a great team, and I'm glad we were able to deliver the level of ambition we were aiming for.

I agree that balancing could have used another pass. We ran out of time to include "chassis abilities" that would have further distinguished each mech from eachother, and given us another dimension to tweak the balance. I definitely think I undertuned the warrior's "blaster", and it could have done with another ~25% damage. 

I was not aware that the warrior's melee weapon could disappear! It was definitely not an intended mechanic, perhaps the sword arm just needed more armor.

Thank you for your kind words, thank you for playing and enjoying our game. That's a lovely screenshot :)

Submitted(+1)

That intro was *chef's kiss*. And the amount of mechanics you managed to pack in within two weeks is incredible. Player customization, and enemy damage?! Not to mention feet. I was really into having feet. 

I couldn't figure out what to do once my arms fell of though. I just kinda ran around taunting enemies. 

Submitted

Oops, ended up posting this 3 times. Sorry about that.

Developer(+1)

I'm glad you liked it!

This was by far the most mechanically intense game jam submission our team has worked on thus far.

There is a restart level button in the pause menu in case you get stuck. 

In retrospect maybe we should have killed the player after losing both arms. But that's game jams!