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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 27 to 21 of 27 · Next page · Last page
Submitted(+1)

Very cool, classic aesthetic! I strongly preferred first-person mode. After the tutorial level, the next one seems to drop you right into a hail of bullets, a real trial by fire! The player should be safe if they keep strafing, however. I'd like some kind of objective marker to point you towards what you need to do, sometimes the draw distance hides targets like that. The slow movement speed is fine for a heavy feeling, but it would be really painful if you ended up walking away from an objective!

Developer(+1)

Thanks a lot ! Glad you like the retro look :D

Haha well i’m happy 1st person mode turned out so well cause it’s just a second camera put onto the model, it is that simple XD I figured when experimenting that the weapon models didn’t look too bad up close even if a little chunky so why not have a sort of cockpit view so the players could feel even more like they’re piloting the mech.

Yeah the “Target” arrows were supposed to help with navigation unfortunately since i couldn’t find a way to adjust draw distnce for individual render layers they ended up a bit useless since they weren’t visible untill the draw distance showed the model as well so if i get time for post jam work i’ll have to see how i could make that better :/

Same here if i get the time, the movement will have some adjustments especially since it’s been the no 1 issue people had, and funnily enough, imagine that at some point movement was even slower :p

but yeah a little bit of extra speed wouldn’t hurt and i think i could have this while keeping the heavy feeling, afterall in terms of scale while they’re supposed to be big bulky machines they’re not gigantic if you compare with some buildings XD

Submitted(+1)

Nice job.  Lots of variety between the weapons.  Having it work in 1st and 3rd person is a nice touch.  Neat retro vibe.

Developer

Thanks glad you liked the weapons :)

It was a bit of a risky bet but i tried it for fun cause it didn’t take that much work since it’s not a true dedicated FPS mode just a second camera slapped onto the model at an angle that would be convincing for what the pilots would see through the interface XD

Submitted(+1)

I love how complete this game felt! Lots of levels, characters, weapons, etc. It's great that there were a tutorial level to start off with as well. Art style is cool too, it has just the right level of detail.

I think that a bit of weapon balancing would be great though. Perhaps I'm just not very good at it, but the level size, movement speed and bullet spread of most weapons made the sniper my only viable option. Still, I had a lot of fun! Nicely made!

Developer(+1)

Thanks a lot ! Glad you’ve enjoyed it ^_^

Yep i’ve tried since i started jamming to try and have my games feel like there’s a reachable end even if it’s short, and it was a hard goal to reach for 3D but i’m glad i was able to make something you thought felt complete ^^

Happy that you liked the characters and weapon selection, as well as the artstyle in general.

One of the goals i set myself this time was to have a tutorial of sorts cause i’ve noticed sometimes people got a bit lost with either controls or goals in past entries so i figured this would help, and when i managed to make a level select system i decided to have it optionnal so that people who wanted to just jump into the action could do so :p

Nah it’s not you, the weapon balance is all over the place and the bullet spread is a bit too crazy, this made most weapons a bit more short range than i expected them to be with exeption of the Sniper, Laser, Beam, and Rocket launcher cause they have 0 spread.

Submitted(+1)

Excellent!! played few maps is very engrossing music is on point too.
Please do a devlog of how you went about it. would love to see a making of of this.

Developer

Thanks for playing ! Glad you liked the music too ^^

If i get time post jam to work on the game more, i’ll be sure to have devlogs for the updates, i could have a post mortem as well if i can manage XD

But in the meantime if you’re curious about some details about the game, there’s a community post started by PixelRunner i participated to, where you could share some trivia about your entry, so i did :p

Submitted(+1)

Really impressive game, done in only 2 weeks! Would love to see a more polished version, some more differences between characters, maybe a minimap or indicator towards next objective. Flying/dashing might be cool as well and help break up the running. Overall great job, I hope you keep working on this!

Developer

Thanks ! Glad you’ve liked it so much ^^

Haha yep i never learn and i tend to overscope a bit in jams, but i done the music a bit before and every SFX is just re used from a past entry, so for the rest i managed to get all i wanted done in time :p

Since i’m still finding a bit my footing when it comes to full 3D in the engine i didn’t go for any kind of complex stat systems here so i made the difference mostly through the loadout gameplay wise, but cool suggestion i’ll take note on to help have the characters more distinct.

Yup the movement issue, not sure i’ll go the dashing/flying route for this one though, and that is if i get time, but i’ll see how it goes.

Yhanks again for your feedback :)

Submitted(+1)

IMO one of the top games of this jam. Bullet spread was a bit much on some guns. Shooty sounds could use more punch. Some screenshake would be cool. Music was banging, loved it!

Developer(+1)

Wow thanks :O not sure i deserve such praise haha XD but i’m glad you’ve liked playing it !

Yup the bullet spread is a bit much, mostly cause i made it almost the same as in my previous 2D entry with just the extra axis but since seing things in 3D makes it that you see a bit further these weapons are absolutely not accurate at all (at least the ones with spread)

Also agree for sound they could be punchier, but for the jam i just recycled previous ones to focus more on gameplay and some of the 3D stuff i’m still finding my footing for so i’m not surprised they might feel a bit lacking. Funnily enough there is screenshake when you land a jump or take a hit i just think i did it wrong for a 3D camera and it looks way too discrete.

Really happy that you liked the music, i wanted to go for something that sounded as metal as possible with the available LMMS instruments and try to have something that felt fast paced enough for action ^^

Submitted(+1)

Love that there are multiple characters and levels to choose from! Overall a pretty well polished game.
I did have some problems with knowing where the targets were. For example level 2 was very large and my movement was very slow. I believe due to the draw distance and that the "target" indicator would not render in front of objects, it took me a very long time to find the targets and finish the mission.
Other than that I enjoyed it and would love to see more mech designs for the different characters!

Developer(+1)

Thanks for giving my game a shot ^^ glad you’ve liked the character variety !

Yeah the level design’s a bit of a mess in some places and level 2 ended up as the worst cause i had to fix optimization issues to have everything run smoothly, especially since i wanted it to be browser playable (one of the main reasons why the draw distance is quite short as well :/) the target indicators are rendered on a different layer but sadly i didn’t find a way to tweak draw distance per layer for the engine not sure if there’s one at all though i could be wrong as i still didn’t do much in full 3D yet.

But the movement speed issue is noted, if i get time post jam i’ll adjust things, and from the feedback i could also try having a minimap to help finding targets and improve navigation hopefully ^^’

I only had time to make one rigged and animated model for the mechs so that’s why the differences are only in textures :(

Viewing comments 27 to 21 of 27 · Next page · Last page