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A jam submission

Chaos SquadView game page

Mech Jam 4, TPS / FPS, SinglePlayer , Multiple Characters, Action Game
Submitted by PixelMetalWolf — 5 days, 22 hours before the deadline
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Chaos Squad's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#64.0004.000
Fun Factor#103.8113.811
Audio#193.5683.568
Visuals#243.9193.919
Originality#393.4323.432

Ranked from 37 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?
yes, a font : Kenney "Future" font, and The jam's Logo and BG from the provided Media Pack

Did you choose from one (or more) of the optional secondary themes?
2 Optional Themes Used : The ones Who Control The Machines, and Rogue

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

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Comments

Viewing comments 20 to 1 of 27 · Previous page · First page
Submitted(+1)

Excellent work! I'm not sure what happened for me but I got stuck on the training mission and couldn't select others once it was done. Superb effort for a solo dev who made most of the stuff, enjoyed playing thank you! I can see other people were able to load a whole campaign though I'll try again later. 

Developer

Thanks for giving it a try ! glad you apreciate all the work that went into it :)

Oh dang sorry you’ve had this issue :(

did the return to menu not trigger when you destroyed the 4 training targets ? Or did you get stuck on some geometry in the map ? (cause this could be possible since i might have missed a few spots where i didn’t wall of some areas correctly to avoid getting stuck) if it’s the menu not triggering after mission complete ihave no clue what could be causing this :/

Well if you want to give it another go try skipping the training at the start to see if the rest works ok for you, sorry again about the inconvenience :(

Submitted(+1)

I think the menu triggered but when I hit proceed I went back to the same training tutorial again. I'll give it another shot now, I did video the run earlier but I enjoyed playing so will try again!

Developer

Oh i see, then my bad it’s a UI thing, so here’s the thing :

when you get the menu screen with the training selected, you can actually use A/D to select left and right to choose other missions (i’m sorry the arrows don’t really look interactible so i can’t blame anybody getting confused here :p)

Oh and that’s ok if you don’t want to try it again either ^^

i’m thankful you’ve at least gave it another chance, but in case you want to hope this helps and that this was the issue.

Submitted(+1)

Ok looks like I was just being a n00b lol I didn't realise I should use a & d to go left and right in menu, I just thought there was only one selection due to the time constraints, there are heaps of characters! It's really well done and lots there, the only niggling issue for me is the max angle for looking up, I couldn't always aim at mechs up high without moving back. The sniper and beam weapon scopes were a nice touch, once I knew about it I kept on checking items from a distance. This would also work super well in VR! I also like the way you choose a track that loops so well and really helps keep the momentum as you go through the levels. Some SFX on item pickups would be nice but considering how much you did by yourself in 2 weeks it's more just feedback for future improvements than any kind of real issue within the game.

Developer(+1)

Nah ! It’s really on me and how i made the UI :p

Thanks for giving it another try ^^

Submitted(+1)

Very fun and simple! The environments and art style were really cool. Could use some faster movement or run button, the ability to switch weapons, and balanced weapon accuracy. . 

Developer(+1)

Thanks for playing ! Glad you liked the artstyle ^^

Yeah movement seems to be the main issue everyone’s brought up the most, though believe it or not almost untill the final subbed build the movement was even slower :p but i’ll look into this if i get time post jam to work on it.

Weapon wise, yup can’t argue it needs re balancing so this will definitively be looked into like the movement issue if i get time post jam, i didn’t make a switching mechanic to keep things simple for the jam and ensure i could finished what i planned first, but its a good suggestion i’ll look into if i get post jam time as well ^^

Submitted(+1)

This game was amazing! Easy to pick up, and controls felt intuitive! I was engaged for the whole campaign!

Developer

Thanks for your kind words ! Glad you’ve liked it so much ^-^

Submitted(+1)

Really fun game and visuals. I liked the many choices in maps and characters. I think some more game modes could go a long way as well. The aiming was a bit weird, it felt like my projectiles would often shoot to the right of where I was aiming. 

Developer(+1)

Thanks ! Glad you liked the available options ^^

The funny thing is i thought of some game modes, like some defense missions instead of attack, or escort missions etc… but decided that at least for the jam i should just focus on one base system and have it work, plus i’m not sure yet how i could make some modes yet but i think i could figure some stuff out :p

Yeah the 3rd person crosshair isn’t the most accurate, cause the bullets actually spawn from the weapon’s barrel so it’s a bit off to the right, i tried to have it be more centered but couldn’t find a balance that would work without making the camera angle look weird when aiming up and down, so with what i know that’s the best i could acheive sorry :/

Although this is also probably not helped by the amount of spread the weapons have, i just had the same values as i had in my previous entry but with the extra axis added, but it didn’t quite transpose as well in 3D.

Submitted(+1)

You could raycast from the camera to see where a bullet would land, then you can have the projectile's aim be slightly adjusted to reach that point where the raycast hit. This is how I solve the issue and how I think most games does it. Give it a try.

Developer(+1)

Good idea, i’ve used a bit of raycast for things on past entries but didn’t really think of combining it with a projectile system, worth a shot thanks for the suggestion ^^

Submitted(+1)

really liked this game!! however, first person mode was annoying, as the gun would block off a good chunk of the screen, which made it really hard to use it. was also a bit more tough than it should have imo, but it was still fun! well done!!

Developer(+1)

Thank you ^^

Yeah fps view is a bit wonky on some aspects for one simple reason, it’s not a dedicated view with proper fps models rendered seperately etc… like it is when done well, i just slapped a second camera on the mech adjusted the view a bit so that the crosshairs would line up with the shots and Bam, fps view :p so that’s why the weapons are so chunky they’re the same models the mech has in its hand just seen closer to the camera.

Sorry about the difficulty :( I tried to have it as balanced as possible, though i’ll admit i might have made a bit too much “busy areas” with enemies and turrets but i tried to have at least 2 repair items per level in hope this would help ^^

Submitted(+1)

Yo, I really enjoyed this! Great work!

I have some minor critiques here and there; stuff like certain weapons being... well, Not Good (the shotgun 💀) and occasionally not being able to aim as high or as low as necessary to hit some targets, as well as the levels being a bit too... sprawling, I guess, but overall there's a lot here that's great. The sorta PS1/Early 2000s PC game aesthetic is really wonderful, and the overall feel of the game (i.e, movement speed, how the guns handle, etc) feels great. You did great, thank you for making this!

Developer(+1)

Thanks for your feedback ! Happy that you liked it :D

Yeah the weapons are not the best on some regards can’t argue with that, my biggest mistake in that regard is that to save some time i made that every weapon and projectile in the game is in fact the same for ennemies and the player, so i had to not make the projectiles too fast so that when the enemies shoot you wouldn’t have to take damage from some ultra fast un dodgeable bullets, the shotgun being one that got the really short end of the stick because of that choice :p

For the aiming i had to put a limit angle somewhat but i might have settled for too low, it was a bit odd to balance cause of the 2 perspective so i’ll probably have to tweak things a bit here if i get the time post jam.

Yep, might have seen a bit too big for the levels, especially considering that for performance reasons i had to drastically reduce the number of enemies compared to how many there were at some point.

Really cool that you like the aesthetic and gamefeel still despite all the other issues XD I like retro so i aimed for more of a PS1 look, but wow i really take it as a big compliment if you felt it had also a 2000’s PC feel ^_^ gameplay wise i wanted to keep things a bit more arcade like and simple, plus i don’t think i could really manage to pull off something that’s more sim like :p

Submitted(+1)

Solid entry, especially for a solo dev! I really like the scope mechanic that you've implemented, though I wish the jumps had more oomph. Really cool and really well-rounded submission from the menu and ui to the gameplay. I can understand sacrificing hi-def textures in favor of keeping the game running smoothly, especially to have it run so smoothly in the web browser. Great job! 

Developer

Thanks for giving it a shot, glad you’ve enjoyed it ^^

Yeah i was really happy that the engine made it possible to make scopes this way, i thought it made sense to have them work like that.

Well the textures were always planned to be pixelated cause i wanted to make something retro, but the render resolution of the game was scaled down the most i could to find the best balance between performance/visibility.

Also glad that it ran smoothly for you, i wanted it to be browser playable cause i fell everytime for jam that’s the best option to have the most people being able to play it, but it was quite an uphill battle for optimization O_o,

i’m not gonna bore you with the details but if you’re curious i’ve participated in a community post where people can share trivia about their entry and i explained a bit more about what i did with the performance issues etc…

Anyway thanks again for playing and your comment, cheers :)

Submitted(+1)

Incredibly impressive! The game gave me a lot of nostalgia to the old PS1-PS2 era, sniper definitely was fun, but I gotta save I love the LMG overall! My constructive criticism would be that levels felt a bit open and with the world not loading in all the way id walk for awhile only to be met with a wall. Maybe some form of minimap would help with this? I hope this helps :)

Developer(+1)

Thanks for sharing your impressions ^^

Haha well with how blocky everything is not quite so PS2 :p

Cool ! Nice to see everybody seem to have found their favorite, the LMG ended up being a good all rounder for both targets and enemies XD

Yeah can’t argue that everything ended up a bit barren but long story short i had to emty a lot out of the levels for performance reasons, if you want the more detailed version, i told a bit more details into a community post started by PixelRunner where poeple could share trivia about their entry (where i hope my long post didn’t scare people off :p)

Thanks for the suggestion :) i like the idea of a minimap if i get time post jam i’ll try it, i’ve done some in past entries but they were 2D so i hope i can pull it off for 3D.

Host(+1)

Awesome as ever! Your games always just satisfy an itch that I don't know is there. 

Developer

Haha thanks Dungeon glad you liked it :)

Submitted (2 edits) (+1)

Unlimited ammo! Yeah! Give me that minigun! BTW it turned out grenade launcher coupled with assault rifle is useless :( Not so useless as jumps though :)

Developer(+1)

Thanks for your comment ^^

Yeah i did ammo systems on other games but since i still don’t have a clean and easy way to implement it quickly i decided to not bother doing so this time so as OP as it can be with all weapons Unlimited ammo it is XD

The AR/GL combo i wanted to be a sort of versatile 2 in 1 weapon but the grenade didn’t ended up as usefull as i thought it would be, especially since it has a bit of a slow gravity cause the 3D rigid body didn’t behave quite as i expected compared to it’s 2D counterpart, so once i got it sorta working i didn’t alter it any further to not risk breaking anything, but oh well at least you still get to use it like a regular AR and at worst there are a lot of other weapons in the levels :p

I had a lot of issues with performance througout developement so the level design got a lot simpler with less props etc… so that’s why the jumps doesn’t feel quite useful, i still kept it cause i wanted the levels to have some verticality and i didn’t want to limit player mobility too much as well.

Submitted(+1)

Such a fun mecha game! This really brings me back to my Mechwarrior past, I can still remember playing these sort of games in the 90's man this brought back such good memories! The controls were really well made, the feeling in the levels was overall a very good experience, the sound effects were very serviceable and effective! 

I love that it has character select and I see you are putting to good use your knowledge from past games, i've been following you for quite a while! 

This game could become a fully fledged game for sale with some more polish and more levels, that is how much I liked it! 

Developer

Thanks a lot Lemi glad you liked the game :)

Yeah what a time it was especially when you see where 3D’s gone in such a short time all things considered, really happy that my game managed to invoke you some good memories from back in those days ^^

Controls wise i felt that WASD + mouse was the way to go to have the shooting feel right, and that that would be the modern tweak needed for a bit more precise gameplay. As for the SFX since i had so much to work on in some aspects, i simply just decided to re-use my Mech Jam 3 Sfx since they seemed to fit when testing and it made sense for a sequel anyway.

haha yeah it’s been a bit of a staple so far to have a chara select, but i just can’t help it, especially since this time around there was a secondary theme that would fit this perfectly :p and yep i’m trying to make good use of any new trick i learn every game. Likewise ^^ although i know i might miss a lot of updates from fellow jammers since i’m not always around itch in between jams, i try to keep up at least a bit and check out every now and then though !

Wow thanks for those kind words :o, as always for my jam entry i’m not sure in advance if i’ll have time to do some post jam work, but if i can i’ll try to add a bit, though i don’t know if i’m ready yet for some full fledged game yet cause there’s still somethings i’m learning (yes even after that long :p)

Submitted(+1)

The gameplay was great! Reminded me a lot of Goldeneye but with weightier characters. The movement did feel a bit slow, but the levels were compact enough that it wasn't a huge problem. The escalation of the weaponry every level was nice as well, but it did have the funny effect of causing me to actively dodge some weapon pickups whenever I had a beam weapon. 

Also, I like how the aesthetics give the impression of Mecha Team Maverick receiving a PS1 sequel to a 16bit era original. Really impressive overall!

Developer

Thanks for giving my game a shot Crimson Bulb ^^

Haha yeah i gues gameplay wise it could be kind of a heavier goldeneye, though i didn’t have as much objectives variety for the missions sadly XD

Well like i said since it’s been the main issue so far, if i get time post jam, i’ll try tweaking the movement speed a bit to see how this goes.

Haha yeah the Beam gun was tons of fun to make so i’m glad you thought it was fun to use, and i’ll admit a little bit OP as well, though here i didn’t make the mistake of just giving it out in a default loadout, you gotta look for it when it’s available hehe è-é

Visually speaking that’s pretty much the idea but for a sequel to my Mech Jam 3 entry ^^

even if you’re not wrong mentioning Team Maverick cause my personal canon goes that so far most of the Sci-Fi games i made with character select are part of the same larger universe :p

Submitted(+1)

Huge fan of the visuals, thought the scopes being on the side as a separate view instead of replacing the main view was a really cool touch.

Having different mechs with different visuals, weapons was great and the portraits of their pilots was an extra touch that really added to it.

Even things like limiting the draw order for the environment to such a harsh cut-off really sells the PSX vibe.

Probably more than any other sound effect I loved the crunchy sound to the footfalls of the mechs.

Developer(+1)

Thanks a lot ! Really happy that you liked it :D

I wanted to try something different.

Cause i thought if i’m going for “big robot wields big robot sized guns” how practical and usable a scope weapon would be if you needed something long range ? So i thought why not have the scopes on mech weapons just be cameras that could send their feed directly in a window on the pilots interface.

So as i thought this made sense in universe, i played around with viewports in the engine to acheive a small window that would see from a different cam with a different zoom level etc… to apply this effect, with the additional idea being that you could scope in and not obstruct your main view to keep moving if you were doing so. And i also got inspired by some very old titles that made scopes this way (visually, cause technically i have no idea how they acheived this back then :o) before the more modern standard of full screen scope or ADS systems.

Glad you liked the variety as well ^^ I wanted to have the pilots visible in the UI even if it didn’t serve any gameplay purpose, especially since i chose one of the secondary themes which puts more emphasis on them, plus i felt that having the portraits + a loadout of choice + each their custom paintjob would really help convey their personality through and have players find each their favorites XD

Well the draw distance with a harsh cutoff is something the engine does by default since i didn’t use any kind of fog effect to mask it and i had to keep it rather short for performance’s sake in the end, i got lucky the scopes’s extra further reach didn’t tank performance even further :p

Haha glad you liked the stomping sounds cause funnily enough, every single SFX in the game are just the same re used SFX from my Mech Jam 3 entry last year XD

Submitted(+1)

I loved the visuals! I've been getting a little bit tired of ps1 horror, so seeing a non-horror ps1 style game is a breath of fresh air. You nailed the old school gameplay and aesthetic, and it gives me nostalgia. The cover art looks straight out of the 90's too! 

I also loved the soundtrack. It definitely fit the style of the game, and it definitely made it feel more fast paced.

One thing I noticed was when you attack one enemy, the others of that enemy type flash red as if they got hurt too. Its not game breaking though, and its probably the only bug I've experienced in this game(if it is even a bug)

I would've liked to see a way to exit a mission if you accidentally selected the wrong one (I accidentally entered the tutorial when trying to get to the third mission), and maybe a dash mechanic, although I wouldn't call it necessary. 

Developer

Thanks ! Really glad that you like the visuals :D

I allways try my best to have the retro stuff look as authentic as possible so it means a lot when people seem to like the effort ^^

The funny thing is that i’m not that big into horror so i was never gonna go along that specific route thematically cause it’s not really my thing. Haha well i tried to go for the kind of renders you’d see in the manuals and some covers back in the day but i wasn’t sure how it would turn out since i used the same low poly model as in the gameplay, juste spiced up a bit and rendered at a higher res XD

Happy that you liked the music as well, i tried to find the best sopunding possible guitar in LMMS cause i wanted to have the music be as close to Metal as i could, to further go for the Ps1 style with CD audio, plus can’t have an action game without fast paced music.

Yeah this is kind of a bug but out of necessity, in short, i was having a lot of trouble with performance when testing the first few builds, so i had to optimize the hell out of everything i could, one of these things ended up in enemies pooling from the same shader for their hit state, so when said shader changes it’s color every instance that uses it is affected. So it’s not supposed to look like that but when i had to optimize i went for the quick solutions cause i didn’t know how to do better sorry :(

Yep i didn’t think this through enough and make any kind of menu to choose to go back in case of a wrong choice, the only workaround there is in the game’s current state is that there’s a mini character select menu that pops up when the player dies that lets you go back to the menus, which sadly amplifies the issue you had in the tutorial since it’s th only map in the game where it’s impossible to die :p

Yeah can’t argue with this yet again it’s the main issue so far though if i get time post jam i’ll probably not go the dash route for this game but i’ll try to rebalance the speed by having the player move a bit faster to see if this makes it better.

Thanks for your detailed feedback, and taking the time to test my game out :)

Submitted(+1)

That was awesome, I like that there are plenty of playable mech and weapon options, my overall favorite is the sniper rifle :p

Developer(+1)

Thanks for playing ! Glad you liked the variety on offer ^^

Haha yeah and i’m not surprised if it turns out as everybody’s favorite in the long run especially with how OP it is :p

Submitted(+1)

Most fun I've had in the jam so far.

Really great veriety of weapons and things to shoot.

Just a really solid overall experience.

A boost or a dash would make exploring the levels looking for the last few targets that little bit easier.

Developer(+1)

:O thanks a lot !

Happy that you’ve enjoyed the game, like i said below i tried to have as much variety as possible, even if they are a bit of classic staples of any shooter i’m glad people seem to apreciate the selection so far ^^

Agreed about the speed issue as this seems to be the main gripe everybody’s brought up so far. Though i’m not sure about a dash but if i get the time post jam, i could try boosting up walk speed a bit more to see if it eases traversal a bit (cause i’ll admit i might have gone a bit crazy with the map sizes, especially level 2 :p)

Submitted(+1)

I enjoyed the level design overall.

Its really handy to get feedback because even if you have an idea of what really needs improving, I find it useful to get the confirmation.

If a few people say the same thing then you have something to focus on! Great work.

Developer

Yep that’s what jams are all about ^^

Submitted(+1)

This is a great classic feeling game. I like the different guns you can get and character roster. Played several times and really enjoyed it =D.

Developer(+1)

Thanks for your kind words, i apreciate it ^^

Yeah i wanted to have as much variety as possible and to have the characters not just be a visual change, and still kept the fact to have collectable weapons in the levels themselves so that players wouldn’t be stuck with a weapon they didn’t like at the start :p

Anyway glad you liked as much as replaying it a bunch of times ! :D

Submitted(+1)

Really nice game, great work for a gamejam. The gameplay is good and I like how the mecha moves around.

Good job.

Developer

Thanks for playing ! Glad that you liked it ^^

Submitted(+1)

Cool game! I really like the PS1-style graphics, those always look cool! And I really enjoyed running around shooting targets and trying out the different mechs!

If I had one criticism, it would probably be similar to what Stusse Games said in how the mechs are rather slow, and that it would be cool to add a dash. Even still, it's a really fun time with a lot of replayability, so great job!

Developer

Thanks for giving my entry a try ^^

Glad you’ve enjoyed the artstyle ! I wasn’t sure how those busy textures would look considering how low res the game is actually rendered, so i’m glad it seems allright so far.

Yeah can’t argue with the speed, although like i said before i’m not sure about a dash for this particular setting for story reasons :( even if it would make sense gameplay wise to boost the pace up a little.

And yet again the funny thing is before the last upload i could make, the player mechs were moving even slower at some point :o but i think i’ll probably up the walk speed a little more if i get time to do some post jam updates in hopes this adresses the game speed issue a little.

Cool that you liked the game despite the speed issue though :)

Submitted(+1)

Hey PixelMetalWolf,

i remember the Castle Vania from you in the Metroid Vania Jam i played, that game was enjoyable.

With that said, i also enjoy playing this old awesome graphic Games (i remember back in the days were we like WOOOAH THE BEST GRAPHICS EVA)

------------------------

What i didn't like is that the Mech is so slow moving, a Dash or Boost would be cool.

Could be integrated with the Theme "Low Battery" that it is recharging over time and then you can Dash or Run for a certain amount of time faster.

Just as an Idea, you still got 2 Days left.


The Aiming without the Scope is like the Bullets go everywhere, i think a little less Spread and faster Bullets might be interesting here, the "Shotgun" moves so slow that you can surround the Enemy with Shots until they hit.

Besides that, i think you did again a great job getting a game with the theme's ready. Once Rating is open i will rate it, maybe you will update it till that.

Good Work, Keep it Up

Developer(+1)

Thanks Stusse Games, it’s been nice seeing all the people from past jams come to comment lately ^^

Haha yeah i kinda miss those days where games were evolving so fast and we were all “There’s no way they can top that !” and were almost proven wrong every year when they pushed the bar even further.

I published when i did cause i’m not gonna have much time this week to work on features and such for the game plus compiling another build, so i can’t quite benefit from the time left.

So unfortunately it’ll stay like that for the duration of the jam, but i prefer that to risking missing the deadline :(

Yeah i could have probably have made a dash or something, but i didn’t really want to have the mech be too nimble since story wise, they’re supposed to be more like industrial equipment modified with whatever’s available to be converted for combat. But believe it or not before the latest build i uploaded, the mech used to walk even slower :o but i upped the speed a bit to have it be e bit more fun, thing is i kinda stuck myself in a delicate balance, cause i wanted the gameplay to be more on the arcade side to be more accessible, but i still wanted the movement to have that slight heavyness to it.

Yep i might have been a bit too crazy on the spread, i kinda made similar-ish values to ones in Armor Havok from last year, but transposed for 3D but yeah the extra axis made for maybe a bit too much unpredictable recoil patterns. Though regarding bullet speed while they could be a bit faster, i made a bit of a middle ground since they are the same for both the player and the enemies, so if the enemies had too fast bullets the difficulty would go a bit through the roof i.m.o.

Well glad that you’ve enjoyed it regardless despite the various issues XD

Very cool of you if you do so ! Thanks again and cheers, have a good one :)

Submitted(+1)

Yeah the time is a huge factor and i think always to make something in a short amount of time under pressure is always something different.

For my Game i tried to be as simple as possible with by creating my system to get that much stuff in, so there also might be better ways of doing stuff. But as long as it works, it works.


See you someday again in another Game Jam

Developer

Yep jams in a nutshell XD especially when it comes to “as long as it works it works” haha.

No worries and always a pleasure to cross paths with fellow past jammers, see you around ^_^ /

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