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A jam submission

Proto Mecha GameView game page

A small prototypal mecha game
Submitted by ilbarbogio — 2 days, 10 hours before the deadline
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Play game

Proto Mecha Game's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#253.8573.857
Overall#383.2143.214
Audio (Does not apply for Physical Games)#402.9292.929
Originality#413.1433.143
Fun Factor#552.7142.714

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

Submitted

Cool little prototype.

Keyboard controls were a bit difficult. couldn't fire without letting go of my movement keys.

Developer

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

Submitted

A great start on a proof of concept and good job on working with multiple controller types.

PROS:

  • Really harkens back to the controls and feel of an old-school Mech Warrior game with the turret style control on top of the bipedal body and a throttling navigation setup rather than a binary response to moving or not.
  • Nice diversity in weapon types and expressions of attacks from a mech character.
  • Even if the enemy mechs are piloted "badly" according to your description, they're still piloted at all and legit moving targets.

CRITIQUE:

  • Personal opinion here, but If I can turn my aim independent of my mech's movement then the camera view/rotation should be dictated by my aim and not by my movement. It ends up defeating the purpose of having the rotation of aim and the movement separated when I end up needing to constantly turn my movement to allow my range of aim rotation to be able to cover a target.
  • The keyboard control scheme felt a lot like patting my head and rubbing my belly to try and control everything at the same time. When attempting the controller setup I was able to hit the moving mechs fairly well, but it was basically impossible when attempting to do it with keyboard. Possibly due to only using keyboard inputs to dictate the aim when I likely have a mouse to use for aiming if I'm using a keyboard to control the majority of other actions. Keyboard/Mouse is just so common and ingrained in me as a player compared to trying to put both hands on the keyboard to manage everything.
  • Obviously not likely to happen for the jam version of the game, but since you have a lot of different potential inputs to control things in isolation it would really help user experience if you could have on-screen button iconography next to the things that get affected by different buttons to just easily remind someone which buttons/sticks do what as they're getting used to the controls.
Developer(+1)

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?

Submitted

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.

Developer

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

Submitted

super charming love this a lot!!!! just wish there was some more feedback whenever you damaged the enemies :) well done!!

Submitted

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.

Developer

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!

Submitted

Great prototype with awesome visuals. Lots of buttons to press, I like it, haha. Looking forward to see more content!

Developer(+1)

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

Host

The cel-shaded sort of visuals are so nice to look at! Would love to see it being expanded further. 

Developer

thanks for playing! I'd love to expand this too, hope to get back to it after voting and a bit of code cleaning

Submitted

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.

Developer(+1)

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

Submitted

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 🌄


Developer(+1)

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 :)

Submitted

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 :)

Developer(+1)

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

Submitted(+1)

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

Submitted

this turned out fantastic

Developer(+1)

thank you! Can't wait to (have time to) play your