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A jam submission

HUNTERSView game page

STOMPIN' MECH SQUAD
Submitted by hwilson (@hunters_rebirth) — 2 days, 12 hours before the deadline
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HUNTERS's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#24.8334.833
Audio#24.4174.417
Overall#44.4174.417
Originality#94.1674.167
Fun Factor#133.6673.667

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?
"Smallest Pixel 7" font by Sizenko Alexander, music by opengameart.org/users/nene

Did you choose from one (or more) of the optional secondary themes?
Yes - Resourceful & Rogue

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

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Comments

Submitted(+1)

Really enjoyable game and congrats on being featured by itch that amazing! The audio, animations and art theme were all on point, it was cool how the squad could follow and catch up. For a solo effort you killed it, the narrative was really good too and everything felt really polished! I got a bit stuck where it said I needed to hit the wall with a missile, but we only had blasters. It was also a bit long for me as I'm super short on time and have been trying to play all the jam entries, any games over 10 minutes to play it's a bit hard for me to keep going as that prevents me playing multiple other games and being able to give people feedback. I also had to get used to stopping before I should shoot or dash, it took me a while to figure that out, but once I had I could adapt pretty fast. Great work on this entry, I'm sure you will do well!

Submitted(+1)

Awesome game! I can see this expanded into a full title with coop! I liked having the squad mates and the radio chatter.

I would look into making the radio chatter not stopping the gameplay. Maybe there can be a chat log at the top or bottom of the screen for that? I aslo found it weird that I had to stop all movement before I could dash or shoot. I would have just made those commands cancel out all movement maybe.

Great Work!

Developer

Thanks for playing :)

I actually asked around at my day job re the dialogue pausing the gameplay or not :P It was tempting to have the flavour dialogue (aggro, item, etc) not stop everything - but the final sequence dialogue needed to be dramatic and in-focus, and I wasn't going to spend jam time on working out that separation.

Submitted

Makes sense and yes I agree critical dialogue should stop gameplay but moment to moment chatter could be allocated to the sides of the screen. The chatter itself is a great touch that adds personality to the squad.

Host(+1)

Really well done! I especially liked the visuals and sound work.

Submitted (1 edit) (+1)

C'mon this isn't a jam game, this is a really fun SNES rom ya'll just submitted! (I'm kidding)

But I'm serious on the compliment, spectacular job! A winner to me so far.

Awesome ending too (shotgun ftw!)

Only feature missing: Boost up and down :)

Side note: The round thing on top of the mechs look like mouse ears to me, cute.

Submitted(+1)

This was a great entry! I especially enjoyed the inclusion of AI squadmates that tag along, it's something I have played around with as well but never implemented into a game yet, consider giving each member a bit different behavior in combat or different weapons to make them feel more like individuals. I wish I could shoot and dash along the Y-axis as well, possibly even slowly turn in a dash to slightly change the trajectory. The art is very polished, the health bars could use some love and clarity though, I didn't realize whet they were for until someone had already died and one bar was missing. I can't think of any issues regarding music or sound. Overall everything seemed to have a high level of polish and cohesive atmosphere. I could definitely see this as a full game after some polish to the AI followers and movement

Submitted(+1)

Really enjoyed this one! There's so much here that feels very well designed; I get some of the complaints with movement speed, but the way that that effects combat itself, with the huge focus on positioning (and the risk that gives with the turrets) is really satisfying. With that said... having the ability to dash up and down would be nice! ;;

I get what you meant on building an atmosphere with the movement and slower pace of the game, and I think you did a great job on that. With that said... maybe leaning further into that atmosphere with the music or, I guess, feel of the game could do something neat? I'm not entire sure, but with the resource management and everything, there was a part of my mind thinking of some sort of survival horror-y squad based thing in this style that could be absolutely amazing... But that's just me rambling, haha.

Also wanted to bring up the sound design, the *feel* here; you did an amazing job in that regard. The sound of the massive footsteps, the puff of smoke and sparking from boosting... there's so much that carries the feeling of piloting a mech, and you captured that so well.

Only other real complaints are with the teammate AI: when it comes to turrets, the way they go after enemies tends to just get them killed, which is, uh. not the most fun. Otherwise, there's stuff like teammate aggro messages popping up multiple times as they go in and out of range, which ended up being a bit annoying...

Otherwise though, fantastic work! I really, really enjoyed this one, as I said. Hoping to see more from you in the future!

Submitted(+1)

Very cool game! loved the graphics, the sound, the gameplay felt like mechs running around a ship and the story elements were great! fantastic job! 

Submitted(+1)

Wow, what a well put together game! As others have stated, movement is too slow without the dash, but otherwise I think you nailed pretty much everything about this. Well done!

Submitted(+1)

Very well made NES throwback with quite unique mechanics !

I really enjoyed playing this, the weapon selection is rad ! and i like the spritework. Also nice touch on some of the small details like the health bars for the team moving away when you’re close to the top or the bottom of the screen.

The main issue i’d say is the vertical movement, since you can’t dash in that direction you’re stuck with the very slow base walkspeed. But other than that i didn’t have any real issue with the game.

Now i didn’t check which themes you used before playing so i really genuinely didn’t see the twist coming ! I won’t spoil it for anyone who hasn’t played it yet, but it was quite a nice surprise i really didn’t expect that :p

Overall cool game, good job :)

Submitted (1 edit) (+2)

Nice stylized game! Reminded me Ghost Busters for NES. The only one critical for me is locomotion speed. Really boring especially when you go back and forth from one location to another. Everything else is just great!

Submitted(+1)

I liked the gameplay and retro style! I did feel that the vertical traversal was a bit too slow. From what I can tell, the boost can only be used horizontally, which leaves the vertical movement feeling sluggish by comparison. 

I made it past the first set of laser barriers before I died. I'm planning on going back to finish it, but the slow vertical movement did discourage me from retrying immediately after death. 

It's still a really impressive entry though and the core ideas are handled well!

Developer(+1)

Thanks for playing :)

If you do finish it, lemme know what you think? (without spoiling, the final sequence really ties the whole game together)

I was hoping the slow pace of movement would be seen as atmospheric maybe, but you're not the first to say it's slow so that's a very fair criticism. And yeah the boost is x-axis only - much easier to make everything in the jam time when all the mechanics, AI, etc treats the game basically like NARC on the NES

Submitted(+1)

Possible the most complete game I've come across so far.

Runs really well, looks incredible with lots of nice sprites.

Interesting team idea, I really like it, I like the dialogue.

AI probably needs tweaking and more play testing.

The game locks you on the horizontal but gives you vertical movement, possibly a design choice but it feels somewhat awkward, also you'll boost everywhere and struggle to know where to go next.

There is a lot to like and with a few tweaks its probably the closest to being a releasable product that I've seen.

Developer

Thanks for playing :)

The disconnect between hor/vert movement being an issue I can understand. It was partially a nice time saving for me, and partially because I have experience coding this kind of movement & AI for side-scrolling beat-em-ups. But it's not ideal when you also have the Y axis to be moving around on.

The AI was something I could have just fiddled with until way past the jam deadline. In the end I decided it was good enough, and in most cases it does the job. A previous iteration was especially goofy as your squadmates would try to go collect an Item, then realise they're a tiny bit far away from you and run back, rinse and repeat.

You're not the first person to mention not knowing where to go, which surprises me. I thought that with the small level size, the colour-coded barriers/walls, and the glimpse of the Red Keycard in the start room it would be fine. But I guess I need to brush up on my level design skills