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A jam submission

Haywired PrototypeView game page

Fast paced FPS mech action
Submitted by DC_235 — 7 hours, 8 minutes before the deadline
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Haywired Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#313.1163.444
Overall#433.1163.444
Audio (Does not apply for Physical Games)#532.6132.889
Visuals#603.0153.333
Originality#772.5132.778

Ranked from 9 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/lone wolf

Did you use any third party assets, if yes what assets did you use?
Yes, listed in game credits (author name, asset name and source website)

Did you use choose from one of the optional secondary themes?
retro (ish, VFX are too high quality for retro but are likely placeholders and I am not a VFX artist)

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

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Comments

Submitted(+1)

Pretty nice shooter. Though I had a problem where about 60% of my shots were blanks- no projectiles were being fired. Other than that, the controls were tight and it feels like a faster Halo. I made the mistake of standing next to the red guys and went down faster than I could blink.

Developer (1 edit)

Hi thanks for playing! The gun is actually firing at properly, it uses hitscans with tracer rounds every so often (the tracers are just eye candy). Not sure if you're new to shooters, but think of how in most FPS games with hitscans, you ocassionally see tracers while firing continously. There are sparks particle effects on impact, but the retro shader does make it hard to see things in the distance and the enemies don't give much feedback to damage.

Yeah I added a tell that the elite enemies and the boss are gonna dash by kneeling for a second before, but again, it might be a bit hard to notice in the distance or at all with the pace of the game. Perhaps I could've made a more noticable tell. Some AI and animation jank on my behalf also means they may dash without that or while moving towards you (which isn't intended) .-.

Submitted(+1)

Hi! Those retro-styled visuals look fantastic. They're so smooth! One thing I'd like to point out is that your game takes up 100% of GPU. If it's made intentionally it'd be great to have an option to turn on VSync or lock FPS :) 

And yeah, the sensitivity slider could've been greater, as others mentioned

Developer

Thanks, I do feel like the VFX are too high quality for retro though, but they're from a free asset pack and I didn't have time to make my own.

Not sure about 100% GPU usage hmm. I do feel like most UE4 games I play, indie as in jam or professional, or even professional AA and AAA games, GPU usage does seem high generally. Though I've not really looked into optimisation aside from whether or not it runs fine when I playtest it, nor am I familiar with that technical side much :/

Submitted(+1)

Awesome action !

This makes for a solid movement shooter there with the dash and regenerating hp it kinda has a bit of a Halo gamefeel to it.

While not as narrative driven as your previous entry i still like the premise and the spin you took of facing this army as a preventive move before it is unleashed onto the world.

I managed to play through it till the end and had quite some fun, though my baked potato of a PC struggled a little bit whenever there were a lot of rocket bots firing (i assume cause of the trail effects)but luckily it didn't slow down to the point of it being unplayable :p

Regardless cool slice on display here, good job :)

Developer (1 edit) (+1)

Thanks for the feedback! I would've loved to make a prologue sorta thing with story elements (hence the backstory dump on the game page), actual levels (or a single larger level) that you progress through but couldn't due to time (and possibly skill issues .-.), and cause I'd also have to create 3D art assets to fit such as what you'd expect from a factory assembly line for example.

The VFX were from a free asset pack, and too high quality for the retro aesthetic I was going for. I would've loved to have been able to create retro looking VFX but couldn't due to time and maybe skill issues. (A lot of retro/PS1 VFX tutorials I saw weren't for Unreal's particle systems >_>). Thanks anyways!

Submitted(+1)

Well there's only so much one can do solo in such a short time, so the story dump was fine ^^ same goes for levels even if i'm curious as to what a campaign would be with that gameplay this could be quite cool, and you could keep the arena/horde mode as a bonus mode or something. Oh and i'm sure it's more a time than a skill issue.

Well i don't know much about Unreal engine but from what i've seen the engine seems geared towards super fancy HD stuff so i'd imagine that to make a retro style in it is quite challenging and again i'm sure it's more of a time thing here again.

Yeah tutorials on specific stuff can be hard to find depending on the engine, and i think a great majority of resources around are about Unity since it's the most used and oldest of then engines used by indies.

Host(+1)

Once again Crazy4videogames you have made a fantastic MechJam entry. This was tons of fun, I loved the variety of enemies and visuals the most.

Submitted(+1)

Very nice prototype! The controls felt great and it felt like a solid shooter. My only complaint is that the mouse sensitivity is way too low and I had to turn up the dpi on my mouse all the way up to get it to feel good. Other than that though very nice job!

Developer(+1)

Thanks for the feedback! I personally prefer lower sensitivities but in hindsight I could've made the range of the slider greater.

Submitted

For sure, most people I know like to have lower sensitivity as well for games like this.

Submitted(+1)

Most Fun I've had from the jam. I played for an hour to beat the hardest difficulty, and I might play more to get a better time. Great movement, great gunplay, great and simple visuals. Once I figured out the charge shot It helped me beat the boss on hard and get the smaller enemies faster. The harder enemies' movement is very erratic and hard to track which I really really love; It makes it feel like an aim trainer as well as a bullet-hell. Very satisfying Game!

Some notes: I had to raise my mouse sensitivity to play because the sensitivity slider in the settings did not go high enough. Also the enemies would get stuck very rarely.

Developer

Thanks for the feedback! I personally prefer lower sensitivities but in hindsight I could've made the range of the slider greater. I'm not too familiar with using behaviour trees in unreal so there is some AI jank such as them getting stuck. .-.

Submitted(+1)

Neat vertical slice! My favorite part was escaping the missile groups flying towards me. Outmaneuvering them using the dash mechanics and getting them to hit walls was really satisfying. Think the game is a good fit for time based health regeneration, but I would have liked a clearer indication when i was close to death, it always seemed to happen really suddenly.

I really liked the gradual difficulty progression too, it starts off easy but gets hard eventually. I had some technical issues where the mouse sensitivity felt low, even when maxed out in the in game menu, but aside from that detail I really enjoyed the whole experience!

Developer

Thanks for the feedback! I personally prefer lower sensitivities but in hindsight I could've made the range of the slider greater.