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A jam submission

Armor HavokView game page

side scrolling mecha action
Submitted by PixelMetalWolf — 2 days, 19 hours before the deadline
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Armor Havok's itch.io page

Results

CriteriaRankScore*Raw Score
Audio (Does not apply for Physical Games)#203.5003.500
Overall#323.2863.286
Visuals#383.5713.571
Fun Factor#452.9292.929
Originality#642.7502.750

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • The real victory in the design of this game is the changing reticle when you get a new weapon. What an efficient and seamless way to communicate to the player that their weapon has changed. There are some things we would rework in this game such as the damage output on the sniper rifle and the attack patterns in the boss battles. Overall, the game is really very easy. That's probably better than it being too hard at least for game jam purposes, but if even casuals like us can just breeze through you should maybe be asking where the challenge and/or strategy lies in your design. Love that retro music. Lots of game here for just 2 weeks of development time. Good work.

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?
mech jam 3 logo, genny soundfont for LMMS, Orbitron font from Google fonts

Did you use choose from one of the optional secondary themes?
retro

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

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted(+1)

I particularly love the megadrive sound chip style to the music, it fits perfectly. The walk cycle doesn't quite look right, but it doesn't really detract by much (and they're hard to sync right). Overall, a solid entry!

Developer

Thanks Centauri :)

Well most of the merit of that megadrive sound goes to the VST i used which has a bunch of all the cool instruments like in those old games :p

Yeah walk cycle was a bit of a gamble this time, i tried some "puppet" style animation which i never tried before in the engine so i tried my best, plus the player mechs wlak cycle is an attempt at replicating the walk cycle seen in cybernator  but where i suppose they used sheet animation probably.

Glad you liked it though ^^

Submitted(+1)

Very nice visuals. Controls felt really good to me and so did the level layouts. I had a lot of fun playing it. This might be weird, but I especially thought the HUD was really nice - just very concise and well laid out for reading quickly when glancing up. Great work!

Developer

Thanks for playing :)

Glad you liked the levels as well cause i did make them a bit hastely i gotta admit, but i still tried to put some care to them :p

Haha well i tend to also be kinda driven towards some of the smaller details in game so it's not weird in my book, and i'm happy you like the effort that went into the Hud, i wanted to have something that wouldn'd obstruct too much of the view but still have some interesting layout for the usefull info as well as the more "setdressing" less usefull stuff like the pilot portrait and weapon icon to also immerse the player a bit to what would the interface of the mechs would be like XD

Submitted(+1)

Very nice game! I like the fact that not all the guns just shoot perfectly straight. I'm impressed with the amount of levels you stuck in too. Only real criticisms I could give is that maybe the player could take more damage (it seemed to me no matter what you were hit by it would only deal one damage per projectile... may be wrong on that though) and the boss could use some variety in its attacks. As long as you stand under its gun it only really hits you once every five seconds or so. But great job! Things like story and star fox esque dialogue could only make this game better!

Developer(+1)

Thanks for giving my game a spin, glad you liked it !

Yep i thought this would be a nice detail to have the gun have some randomness to them to spice things up but still have some sort of coherence for weapons where i feel it wouldn't make as much sense or be too unpredictable like the laser or rockets

For the jam build i didn't make much of a damage model so you're not wrong everything does indeed do only 1 damage, that was cause i wanted to adjust it later but since i had to publish a bit early to not miss the deadline due to personal stuff i was short on time to adjust or add more stuff in the end, hopefully i'll find some time to do so post jam ^^

The bosses are a bit of the same reason but paired with the fact that i still don't know how to make good enough pattern AI in the engine so here i made a sorta servicable - ish one that all the bosses share, and they just have different weapons to have a bit more variety to an admitedly quite boring fight ^^' but i think i'll get ehre eventually along jams, cause i know i did some things better here than in some past bosses i tried so it's a start XD

Yeah that is something i'd love to have, cause even if i'm not that great at stories i still have something in mind for some games, and i totally have Starfox in the back of my head when envisioning a bit more story with these types of characters :p i just think that realistically i could pull this off mostly on post jam content, cause there's only so much i can do in such short time :)

Viewing comments 23 to 21 of 23 · Next page · Last page