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Mobile Attacker THETA Mekjam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #67 | 3.000 | 3.000 |
Fun Factor | #71 | 2.556 | 2.556 |
Visuals | #73 | 3.000 | 3.000 |
Overall | #75 | 2.667 | 2.667 |
Audio | #92 | 2.000 | 2.000 |
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
Did you use any third party assets, if yes what assets did you use?
I used free unity store terrain textures, and skyboxes. And public domain fonts.
Did you choose from one (or more) of the optional secondary themes?
I did not.
Does your game contain 18+ content (Nudity, Gore, Language)?
no
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Comments
Loved the Space Harrier take on a mech shooter, and the designs of the Mekjam and the enemy ships were fun! Gave me some Gummy Ship vibes from Kingdom Hearts, haha.
Still, I had some issues. I think the way the mech aims is very unwieldly; if you aim anywhere but dead-on, wherever the mech is situated, you're bound to miss most of your shots. Doing it closer to how Space Harrier handles aiming could benefit the game, personally, but that's just one way to handle it.
Otherwise... Audio had a way of playing overtop of itself, which leads to some really overwhelmingly loud moments, like when levels start. Oh, and during the final level... the initial zoomed-out build to the boss is nice, but you tend to just... fly right past it, rendering the boss unbeatable. That's on top of the fact that the bosses across the board don't really... do all that much.
Still, there's so much here I enjoy, and the fourth wall breaks in the story are really fun! Definitely something I enjoyed going through, and I'd love to see more of your work in the future!
Thanks for the feedback! I agree that the aiming needs reworked. I'll definitely fix that if I iterate on this game or make another one. And yeah, all the boss fights are unfinished because I didn't have time to finish them. I'm glad you enjoyed it though! Thanks for playing!
Great potential here, feels like maybe you ran out of time and had some issues with getting the core mechanics sorted. I had the same problem 2 days from end of jam and it really stopped me from getting the polish in. The standard unity skybox at the start just felt a bit off putting for me, Id rather have has something like you had in game. The music was cool but I did jump almost off my chair when the mech first launched into the first level and the loud beep triggered. I was focusing on dodging as much as possible as the aim was sending my stream of quite cool looking bullets flying to the side. Solo entry into a two week jam is hard, good work on being able to submit an entry that's tough to do!
Thank you! Yeah, I did run out of time, and couldn't finish a lot of what I started. But I'm glad you saw potential in it! Thanks for playing!
Cool return to some railshooting mech action ^_^
This time around i feel it went quite a notch up in the visual department, and the fact that you have missions all around different planets as well as spece ones add some nice variety.
The gundam inspired mech looks really awesome, and i had a good laugh at how you mixed some more 4th wall breaking references to the jam itself with your game’s plot.
Sound wise i really like the midi metal tunes, one issue though is in the SFX department where for some reason everything is incredibly loud O_o
The controls are fine but i’ve had some small issues, the crosshair seems glitched as it just stuck close to the mech instead of indicating where the bullets were going, and i got confused as to what the right click spin move and spacebar (supposedly a boos but i didn’t see a change in speed) did. This could be what the right click move was though cause i feel the game’s missing an equivalent of Starfox64’s barrel roll to give a few i frames and deflect or negate bullets cause at times there was a lot to dodge and no real way to move out of the way :/
Also i think the ending, or last mission glitched out cause there’s a boss ship that you seem to be able to damage but the camera doesn’t follow the mech and i flew past him and infinitely drifted, not sure what happened there.
Now with all that said i’ve really enjoyed the game, it was a fun campaign and i there were quite some boss variety on display.
Good job :)
Thanks for the feedback! I did intend to add some I frames to the dodge, but I kept putting it off until I had no time left. And yeah, the final mission is glitched, but I had no time to complete it, or any of the boss fights, really. I'm glad you enjoyed it, though! Thank you for playing!
No worries, like i said it was a cool mini campaign ^^
Yeah i know the feel, sometimes some features for some reason you go “ok that’s gonna be a future me problem” and once you reach that point… haha but yeah planning something and not having the time to put it in a jam context is fine.
Also fine for the last mission, i just pointed it out in case it was an unexpected bug or something, cause you never know you sometimes get surprises with exports XD
Fun just like the last one, some of the sound effects are a bit too loud and jarring though.
Yeah, I agree. I think my previous Mekjam game had the same issue. I tried to tone it down in this one, but it definitely wasn't enough. I'll definitely fix that in the next one. Thank you for playing!
At the start of every level I was hit by a really loud shot sound, and in levels the enemy shot sounds are very loud relative to everything else.
Doesn't seem like I can really dodge and shoot enemies at the same time as moving throws my shots off, but staying in front of an enemy means I get hit.
Like the mecha design and music though and being able to do spins and flips is fun.
Thanks for the feedback! Those are all things that I'd like to work on in potential future iterations of the game. I'm really glad you liked the designs and music! Thank you for playing!
The game blasted my ears with the sfx for some of the enemies, making all the sfx the same volume level is something that could improve the game.
the aiming feels too quick, if you look at star fox, it has a different style of crosshair, that is a lot more sticky, it might be a good fit for this style of game in the future.
Visually, the low poly look is really appealing to me, and gave me the feeling of n64/playstation era. I can feel the star fox in this little jam's DNA. Thank you for sharing!
Thanks for your feedback! I agree with all of that. I plan to make more iterations of this game in the future, so I'll definitely take that into account. Thanks for playing!