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Proto Mecha Game's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #25 | 3.857 | 3.857 |
Overall | #38 | 3.214 | 3.214 |
Audio (Does not apply for Physical Games) | #40 | 2.929 | 2.929 |
Originality | #41 | 3.143 | 3.143 |
Fun Factor | #55 | 2.714 | 2.714 |
Ranked from 14 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?
Code, graphics, design by ilBarbogio, music and sfx by Sidearm Studios mixed by ilBarbogio, an outline shader by firerabbit, all credited on game page too
Did you use choose from one of the optional secondary themes?
No secondary theme (maybe retro, but that's a stretch)
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
Cool little prototype.
Keyboard controls were a bit difficult. couldn't fire without letting go of my movement keys.
Thanks for playing it. You are perfectly right about it, I got so used to the controls during testing, and focused so much on joypad controls, that the keyboard layout ended up in this sorry state.... Fire keys just under movement ones is a crime
A great start on a proof of concept and good job on working with multiple controller types.
PROS:
CRITIQUE:
Thanks for playing and for the detailed comment, expecially the critique is appreciated, as a solo dev having things pointed out is great. Second and third point aren't a surprise, and the problem arise from lack of time.
I'd like to ask about the first point, out of curiosity: you mean you'd prefer a 360 turret, to keep aiming independently of the legs direction? Or you mean that the aim should remain stable when turning the legs at least until hitting the turret swing limits?
The 360 turret independent of the legs option. The camera needs to focus on the thing that I'm aiming at since that's intuitively related to where my eyes are looking. The direction that I'm moving is secondary in priority as far as where the camera needs to turn towards.
Thanks for the clarification, I'll take note of it. I quite like the clunky "classic" limited turret, but as things move much faster, it could be a nuisance
super charming love this a lot!!!! just wish there was some more feedback whenever you damaged the enemies :) well done!!
Very nice prototype! Hitting enemies was a bit difficult just because of how fast the bullets and things move, but the mech controls and everything felt great. The visuals were also very good, and the audio fit very nicely as well. Might just have been me, but the nav points weren't showing up on the top of the screen.
Good job! Hope to see you expand on this in the future.
Thanks for playing and for the comment. Hitting things is difficult by design, as I wanted fast paced combat, but the lack of noticeable audio/visual feedback and too small collisions makes it the wrong kind of difficult. I'll look into navpoints, they could very well be a bit buggy. I'm planning to add to this project for sure!
Great prototype with awesome visuals. Lots of buttons to press, I like it, haha. Looking forward to see more content!
I'm hoping to keep working on it after vote ends, and I'll make sure to add even more buttons to press :D thanks for playing it
The cel-shaded sort of visuals are so nice to look at! Would love to see it being expanded further.
thanks for playing! I'd love to expand this too, hope to get back to it after voting and a bit of code cleaning
Visuals are very nice, combined with the audio this really captures the isolated feeling a lot of MW2 missions have. I love the mech models, too, they're very well animated.
I also really enjoy the differences in how our games were inspired by MW2, the Jump Jets are always great to have, and having a third person + first person camera makes it much easier to navigate, plus the aiming system works pretty well.
Despite this being a draft, I really enjoyed this.
thank you, I'm happy you enjoyed it and expecially relieved to hear about the aiming system, it was a bit of a gamble in many ways
Reminds me of the old games - visiting a friend and using their family computer, sharing the mech controls between us for the afternoon!
Nice prototype 🌄
thanks for the comment, and glad it revived memories just alike the ones that inspired me when making it. One driving, one using the turret was the way to go :)
Nice Mw2 like game !
You've really nailed the feel and look of the old Mech Warrior games, and i like how you've adapted the control scheme to work with controllers, which makes it a bit more playable here thanks to the analog controls.
The atmosphere is also really good with the map's sense of scale, and i also like that you've made multiple camera angles to choose from.
I've had a good time overall trying this one out, i managed to complete 2 objectives out of 3 and while searching for navpoint beta i accidentally walked outside of the map and fell into the void XD
Well done :)
thank you for the comment! I forgot to place signs near the world's edge... If you missed the "kill all enemies object" it could be because enemies fall off too :D
No problem :)
Haha yeah signs would have helped there, although if ennemies can fall as well this might explain why i couldn't find some objectives indeed XD
this turned out fantastic
thank you! Can't wait to (have time to) play your