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A jam submission

ONIView game page

Mecha Pilots called ONI battle it out for survival and fame!
Submitted by Griggy (@griggy_games)
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ONI's itch.io page

Results

CriteriaRankScore*Raw Score
Audio (Does not apply for Physical Games)#163.6673.667
Overall#283.4173.417
Visuals#333.6673.667
Fun Factor#333.0833.083
Originality#393.1673.167

Ranked from 12 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?
Nicolas Form, imagex

Did you use choose from one of the optional secondary themes?
No

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

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Comments

Submitted

Very fun! I wish there were more levels. The fighting was very satisfying once I memorized the controls. The mech designs and animations are very cool and well-animated.

Submitted(+1)

Interesting to have a fighting game within the mech theme and nicely designed characters for some nice visual diversity.

PROS:

  • The visuals overall were well done and the presentation shows quality in the craft from a UI and UX perspective.
  • Having an AI opponent that's decent at the game is very impressive with all the other things also in the game.
  • The animations on the characters gave some unique personality to each of them beyond just their different silhouettes.

CRITIQUE

  • Possibly just my lack of experience with fighting game norms/expectations, but the controls felt oddly positioned on the keyboard. The classic WASD movement keys and then using keys close to those like Q and E for actions like "Attack" and "Block" are closer to my expectations coming from other game genres since those are commonly used for those purposes. Giving me the option to remap keys would be ideal, but I know that's a big ask for a jam game.
  • I found myself wanting at least one special move for each of the characters that could really differentiate them from the others in some way other than character mesh and possibly hit boxes on attack animations. Even if the game only had 2 different character options, but each of those felt more functionally unique it feels like that would have felt more complete as a fighting game overall.
  • Minor UX gripe: I had to use the keyboard inputs to select characters and stages, but then was forced to use mouse input in clicking a button to confirm to the next set of options (couldn't just hit the "Confirm" button again to effectively click that button). When I'm running through this menu often because it's necessary to setup a fight I want to be able to get through it as quickly as possible. Every time I get forced to switch between inputs rather than just press the "Confirm" button 3-5 times it makes me feel like the menu is trying to keep me from just jumping into the game.
Developer(+1)

Hey thank you for the detailed feedback. Hugely helpful and resonates with other feedback I'm getting.

The good news is, I'm going to be spending more time on controls. I have a few fighters on PC and see what common patterns they implement. I obviously play them using a controller. Speaking of, I in particular really want to introduce gamepad support. Unity has been a pain in this aspect.

Special moves and even grabs were part of the original plan. I actually made around 30 combat animations but ran out of time to implement them. So certainly something that will be updated over the next few weeks. These new moves will give a lot of personality to the characters as you put it.

UI Controls are certainly odd and a pain. I'm considering adding full mouse support. Hope consistent controls will make the UI faster to get through. Likely this will mean player 1 picks then player 2 picks in turn but should be smoother than swapping controls.

Again thanks for the Critique and hope you can check it out in a few weeks after some updates. :)

Submitted(+1)

Nice entry with good graphics, only thing the resolution for browser plays is horribly large, and scaling down the page makes a mess of the ui. Maybe because of this it took a bit to go on with initial startup: I selected the character with the keyboard but then had to use mouse for the stage... Other than that pretty solid, keep up the good work

Submitted(+1)

That was really well put together and responsive which you want for a fighting game so well done! Loved the Zaku colours you used too for one of the mechs haha!  

I will say as other have those controls though really need some love but that is just a simple fix :)  

Submitted(+1)

Surprisingly well made fighting game. A solid ground for future content updates. Though, as others mentioned, the controls layout is weird. Especially, on the character and map selection screen.

Developer(+1)

Thanks for the feedback, the game was a complete mess about an hour before submitting. It all really came together last minute.

I certainly want to update it with more features.

Submitted(+1)

Very nice start! The visuals are great and the mechanics you have implemented so far feel nice. I liked the menus as well. Only complaint I can give is that I can imagine playing two player would get real cramped on the keyboard, and in the character select/stage select pages, it was a bit jarring when I was selecting my character or the map with the keyboard, but then had to switch to mouse to make the confirmation at the end. But other than that very well done!

Developer (1 edit) (+1)

Thanks for the feedback, yeah not having controller support was a bummer to be sure. I wanted to add controller support but Unity's input system has a really odd way of implementing multiple controllers. It ended up eating too much of my development time. It is something I really want to implement in a future update tho.

I hear ya on the character select screen, I'll have to update with mouse controls.

Host(+1)

Cool fighting game with really nice visuals. I think the game may benefit from a more standardized control scheme though.

Developer

You mean keyboard controls? Im not super familiar with what other fighters have setup on PC. Only reference I found was USF4 which used something similar to what I had here.
Open to suggestions. I also mentioned in a separate reply that I really wanted and still want to implement controller support which will help out a ton.

Submitted(+1)

Good job!  I feel like I just put a quarter into my pc and pressed start.  I like the character select, stage select, and announcer at the beginning.  The fighting felt crisp, and the impact from each hit was well done.  

Developer

Thank you, glad to hear you liked it. If I made it any more arcadey I would have added a coin animation going into the machine haha.

Submitted(+1)

Great idea for a game! The feedback from fighting feels great. Screen shake and pace that the mechs move and react feels right. Voice acting is perfect for the setting too. Nicely done.

Developer(+1)

Thank you. The voice acting came in last minute but happy I got to add it in. Adds a lot to it.