Cool little prototype.
Keyboard controls were a bit difficult. couldn't fire without letting go of my movement keys.
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
Cool little prototype.
Keyboard controls were a bit difficult. couldn't fire without letting go of my movement keys.
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?
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!
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.
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 :)
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