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A jam submission

Redneck Mech MashView game page

A giant robot fighting game based on real life giant robots!
Submitted by Nye Mechworks — 15 hours, 35 minutes before the deadline
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Redneck Mech Mash's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#243.9134.375
Originality#253.6904.125
Overall#293.4663.875
Audio (Does not apply for Physical Games)#343.1303.500
Fun Factor#442.7953.125

Ranked from 8 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?
3d Engine SMF engine for GMS2 by TheSnidr Fighting engine: Nye Mechworks (me) Impact Effects Esteban Díaz Background Models: Kenney.nl Fonts: Burnstown Dam: Ray Larabie Reality Hyber: Jayvee Enaguas Sound FX StarNinjas - /opengameart.org/users/starninjas Menu confirm: Nick Bowler (CC-BY 3.0) GRAPHICS GUI BACKGROUND: Rubberduck Level select background: zvetraly_kamen Mech Models: Nye Mechworks (Me) Music: "Menace", "Oriented", "Spacecrusher" & "Zombies are coming" by yd (opengameart.org/users/yd) "Frozen Jam" by tgfcoder <https://twitter.com/tgfcoder licensed under CC-BY-3 "Cyber Streets" by Eric Matyas Soundimage.org

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

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Comments

Submitted

I think its pretty cool, those robots you build and the fact that you build them. I like the retro aesthetic music and name in particular haha. The sounds felt kinda weak lacking impact personally. Still liked it though!

Host(+1)

Had a lot of fun with this game, still amazes me you based it on your real mech :D

Submitted

This was nice. The presentation was good and it feels like a complete game. I do think that blocking is a bit too powerful, as there is literally nothing to stop you from turtling outside of the lack of a clock keeping everyone there until the round is over by ko.

Developer

Yeah, a fight clock is one feature I haven't gotten around to adding yet (run out of time and you loose, 2 player vs won't have a clock).  Perhaps a separate little health bar for the block could work...

Submitted

Ok first : You build actual large DIY mechs... That is insane and awesome ! :o

I really dig the overall very PSX presentation style here, complete with highly compressed FMV intro XD

Gameplay wise i like how simple the game is where you just punch or block and that you have free range of movement not just left/right to play a bit with the depth of the arena. My only gripe on this regard is that i didn't fully understood how the heavy punch worked, but still i managed to get around without it :p

It was real fun to play, good job, for both this entry, and also the utter insanity that is that you built these bots in real life too :o

Developer(+1)

Thanks!

There is more or less free movement: can't get behind the enemy (I wanted to keep things simple).  Also made a lot of the aspects of the fights variables: enemy punch rate, damage, etc.  So difficulty can be easily ramped up in future versions/campaign mode.

I think I explained the heavy punch in the tutorial, but let me know if the explanation doesn't make sense.  Might tweak the heavy punch cool down to go  with the power bar (second bar under the health), but I forgot where I put the heavy punch cooldown code ^^;

Submitted

Oh i see, i actually used the heavy punch without knowing cause i thought the meter was some sort of indicator for 3 hit combos to not have players constantly spam the punches all round. My bad and you can partially put this one on english not being my native language so i can sometimes not understand some very obvious instructions just cause of that :p

Developer(+1)

Don't worry about it, I updated the game to make the heavy punch/special punch cooldown match the little meter.  Makes it more intuitive. :)

Submitted

I wasn't expecting any of these games to have FMVs

Developer(+1)

Well, technically a 32mb gif, which was the reason for most of the compile time (a whopping 2 minutes lol)

Submitted

This has a great level of polish. Very cool that's it's based on your real mechs.

For MechJam 3 you should make the real mechs remote controlled by the player and have the game be a video feed of the action. What could go wrong?! :P

Submitted

The production is fantastic. I like the whole junky scrap robots schtick.

Damage seems really funky. Is there supposed to be a shield or a combo limit or something? Half the hits I landed didn't seem to do much. Additionally, matches felt a little long from all the health both the player and the bots have.


Very cool, and from the menus you got I assume you're planning to build it out into a full game. Very promising start!

Developer(+1)

Yeah, the attack distance is a little off: sometimes punch effects appear when you haven't done any damage.  I gotta hunt down why that is.
The damage thing is an easier fix because I made them variables.  I've noticed matches tend to go for 2 minutes, which is a tad long considering most fighting games tend to have a max fight time of 99 seconds.  I'll see about increasing fights
You can block with the "T" button, and 3 punches in quick succession give a heavy punch, 3x the damage but has a cooldown.

Submitted(+1)

I didn't see much need for the block button as things stand. The heavy punch thing is cool for how it makes me want to balance my wish to hit things against the limit of the exhaustion or stamina meter.

Developer(+1)

Thanks, the block button will come in handy in further versions when I ramp up the difficulty even further.  Just updated the game to fix the punch distance & graphics.

Submitted(+1)

The intro is really awesome. Really polished menus and so cool that they're based on your actual IRL mechs!!

Cool game with loads of options for how to play, and I love the different levels to pick from too

Really fantastic work!