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A jam submission

Mechis CompanyView game page

Gamejam, Mechjam, Platformer, Jump n Run
Submitted by Onifa — 5 days, 17 hours before the deadline
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Mechis Company's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#253.6923.692
Overall#293.4623.462
Fun Factor#303.3083.308
Visuals#413.5383.538
Audio#662.5382.538

Ranked from 13 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?
None, just sounds from HumbleBundle

Did you choose from one (or more) of the optional secondary themes?
Cosmonaut

Does your game contain 18+ content (Nudity, Gore, Language)?
None

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Comments

Submitted(+1)

This felt like a classic flash rage game with how tough it was, but that's not a bad thing! Made for a good challenge! I wasn't able to finish it, as the timing required to get past the U shaped map was too strict for me, but it alright! I appreciate taking the celeste approach of fast respawns, though it did feel a bit jarring at first. The background noise kept getting louder and louder as time went on, but maybe that's just a me problem. Not bad at all, but it does feel like it could use a little more polish with stuff like added sfx.

Submitted(+1)

hard game but well made!

Submitted(+1)

The game was certainly addictive like other difficult platformers. I do agree with the other commenter about the instant reset (perhaps when you die, the camera stays put, and the game tells you to click R to reset instead of instant reset). Also omg the spikes around the 4th level end are way too close to get it done. Some spacing around the danger in the level design would keep it difficult albeit with more rewarding deaths (ie dying due to player skill rather than difficulty itself)

Submitted(+1)

Cool! this game was really hard, I only managed the first few levels in 100 tries/lives.

It's very nice that the game loop is so fast. The instant reset was jarring at first, but I started really appreciating it  after the first 20 deaths or so, and it really creates that "juuust one more try!"-feeling that I think is crucial for games of this kind.

I think that the game would benefit from a slower learning curve. What made me stop playing was the frustration from finally making it though a tricky bit and then instantly dying, followed by the realization that I would have to get through that same bit again only for the same thing to happen, again. So starting easier, with more save points/shorter levels, would make the game more suited to players like me. 

That being said, I can totally see how the right player will get hooked on this! it really has that "..one more try!" quality to it :) 

Submitted(+1)

Very cool concept, it took me abit to understand how the jetpack works, and it always makes me flinch when i’m kind of have to fall into the void to advance, but once you get the hang of it, it’s quite cool.

That beeing said it’s way to hard for me, i’m not a platform nerd, so this was definetly over the top. I quite after about 200 deaths (in level 4 i think).

I think some things are nedlessly hard, like the level before, with the free flying blades and fuel tanks, which was very interesting, but the goal still had spikes around, which is quite mean i think :P.

In a platformer like this i would also like to have additional control options. I prefer using the arrow keys and jump/boost on spacebar, which would make it a bit more comfortable to play. You could just add double bindings here, since you don’t need the other keys anyways.

Submitted

a good die and retry, good art just no more to.

Submitted(+1)

Nice job for a first time solo jam.  This is super difficult but it was satisfying to make it through a tough level after figuring out the precise timing of things - there is definitely a solid base here to work from if you decided to continue refining this.

HostSubmitted(+1)

Fun but extremely difficult (though I realize that it is the idea haha!)

(+1)

i will get past those spikes in around the goal in the 4th(?) level one day... me and my friends had a good laugh seeing me fail miserably lolol

Submitted(+3)

Nice job, especially for a solo project! I do not really like ultra-precise platformer games, but I played through this up until I racked up 200 deaths on one level before calling a quits. While I am likely not the target audience for this type of game, I enjoyed the project and appreciate the level of care put into it. Some feedback I have for what I think would make the experience more enjoyable:

  1. The camera's sudden jump to the spawn position after each death was a bit jarring. Interpolating this camera movement over a period of time or fading the screen in and out before might help with this.
  2. The saw blade sounds were the only sound I recall hearing after playing; I would appreciate having the option to turn down the volume of those sounds.
  3. I found the margin for error to be incredibly low for most jumps due to the very short usable duration of the thrusters. I think that increasing the thruster duration by some small percent would make the game a lot less frustrating.
  4. One of the levels has a saw blade which immediately will kill the player if no action is taken within a second of spawning. I usually prefer to take my time with games and observe what is going on before acting, so this kind of instant-death level design is especially frustrating.
  5. On a similar note of instant-death level design, having hazards so close to the player spawn can be frustrating as well. This paired with the instant respawning after death would often lead me to kill myself twice whenever I died on the last level I played due to these hazards (pictured below). This would usually be due to me dying and immediately controlling the character while holding a key and running into a hazard within a half second of spawning. I think that slowing down the respawn so that there is at least a half second of delay before you have control of the character could help, or alternatively changing the level design so that the player would have to walk a slightly longer distance from this spawn point before encountering a hazard.


Developer(+2)

Thank you so much for this Feedback!

I will make some Updates in the Future! It is my first Game and i only had 8 Days time. 

I will Aprove some of the frustrating Parts and will add a death Animation... so you have a bit of time, before the reset will start. 

Thanks for playing <3

Submitted(+3)

This sawblade sound will hunt me😥