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A jam submission

Mech AttackView game page

Pilot a mech against an onslaught of enemies! Made with UE5 and C++
Submitted by Dillster — 22 hours, 38 minutes before the deadline
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Mech Attack's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#313.7193.900
Fun Factor#422.9563.100
Audio (Does not apply for Physical Games)#642.2882.400
Overall#702.5742.700
Originality#722.5742.700

Ranked from 10 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?
Mech Model (I did not use the texture or animations) - TheLateSeanFKay - https://www.cgtrader.com/free-3d-models/vehicle/sci-fi-vehicle/battle-mech-rigged-pbr-game-ready | Town/OtherModels - https://www.unrealengine.com/marketplace/en-US/product/assetsville-town | Enemy Animations - https://www.unrealengine.com/marketplace/en-US/product/animation-starter-pack | Rifle,Impact, and Explosion Sound - https://www.unrealengine.com/marketplace/en-US/product/paragon-wraith

Did you use choose from one of the optional secondary themes?
I chose not to follow a secondary theme.

Does your game contain 18+ content (Nudity, Gore, Language)?
Yes technically. When you shoot enemies, blood particles come out, though they are very rudimentary and don't linger in the environment.

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Comments

Developer

Hey everybody,

Thanks for reviewing my game!  I figured I'd address a few of the topics I've seen brought up and some things I wanted to share.  You might want to brace yourselves for this essay of a post...

Firstly, the explosion radius.  I am aware that it could be larger, but whenever I made it larger during testing, it became too powerful and allowed the player to survive for much longer than anyone would want to play this game.  I'm no game designer, but I wanted to at least leave a bit of a challenge.  There is an area of effect with damage falloff, but I realize now that I did not accurately portray that.  Enemies on the edge of this falloff take at least half their health in damage, but without any health bar or visible change, it looks like the enemies are untouched.  Given more time, I would have liked to put a white or red flash on each of the enemies that were damaged (since health bars would have gotten cluttered).  I also used Unreal Engine's radial damage system so I am not sure if I somehow misused it.  Perhaps the damage does not penetrate enemies like I thought it would so any agents behind one that was hit may not have taken damage as intended.

As for the game's size, I know it's big, but I haven't learned how to avoid bloat in Unreal yet.  It was a problem on my last game jam as well, but (believe it or not) it was much better this time.  I apologize for the long download times and absurd size of the game as it was not my intent but I did not have much of a choice.

If the game ran slow for anyone, then I apologize for that as well.  I still need to conduct more research on Unreal to ensure I'm not using any wildly unoptimized features that drastically slow things down (like GameObject.Find in Unity or something similar).

I am also aware that I did not put any effort into the story and that I could have at least put a one line explanation somewhere.  My basic idea was that you were attacking this town for some reason or that the town was under attack and you were defending, but I never really fleshed it out and I couldn't think of anything that wasn't cringey/made the player seem like the bad guy so I scrapped the story altogether.

For anyone interested, some of the bigger extra features I had hoped to include given more time were different types of enemies, more intelligent AI that would take cover or run away when low on health, and adding realistic physics to surrounding cars and other objects so the player could shoot them and push them around to increase the chaos.

Thank you again for all your positive comments!  This gave me a lot of motivation to keep at it and do even better next time!

Submitted

Nice little game! As others have said, larger explosion radius would be nice. Sometimes I'd see a few go flying, but when I hit one dead on, even if he's surrounded by others it seemed like just the one I hit would die. Other than that the controls were smooth and the shooting satisfying. I like having the health bar on the back of the mech. Always fun to try and put as many things that would be UI elements into the game itself, much more immersive. Agent AI could be a bit more interesting, but with the time you had this is fine. Good work!

Host

Cool game, hope you add in graphic settings in the future!

Submitted

I echo the point on the explosion radius.  That said the shooting felt reasonably satisfying and the movement didn't feel too clunky.  I'd have appreciated a bit of context as to why everyone was out to kill you, even if it was just a line on the menu or some such, but otherwise nice work!

Submitted

I echo the point on the explosion radius.  That said the shooting felt reasonably satisfying and the movement didn't feel too clunky.  I'd have appreciated a bit of context as to why everyone was out to kill you, even if it was just a line on the menu or some such, but otherwise nice work!

Submitted

Where are they all coming from? Haha it's fun for a while~ I'd suggest to increase the explosion radius and let it  pass through others, to cause even more satisfying mayhem. 

Submitted

I liked it, the game is very fun and beautiful, but damn bro do something with the size, downloading the game for almost 500mb for the game jam is not very cool, anyway gj

Submitted

The visuals are great, and the violence is satisfying.  One suggestion would be to have the explosion have an area of effect to blast multiple enemies away in one shot.  Overall this was a nice stroll through town with the occasional collateral pedestrian.

Submitted

I think I loved dying almost as much as blowing up the little men. Best dying animation.