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A jam submission

All Terrain ArmorView game page

A PS1 inspired, MechWarrior-like game set in an alternate timeline Russian revolution!
Submitted by Alimen6, Tobekko, That Worm, BirdNews, Other OTHER Sean, Spinny_Triangle — 13 minutes, 36 seconds before the deadline
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All Terrain Armor's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#154.0004.000
Audio#303.2673.267
Originality#453.4003.400
Overall#473.2003.200
Fun Factor#682.6002.600

Ranked from 15 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?
Videogame

Was your game made solo or in a team?
It was made in a team. Credits are properly listed in the game page

Did you use any third party assets, if yes what assets did you use?
We used the following assets (although they're listed in our description in a more organized way). https://godotshaders.com/shader/scifi-hologram/ https://actiondawg.itch.io/pixel8r2 https://godotshaders.com/shader/ps1-psx-postprocessing/ http://www17.plala.or.jp/xxxxxxx/00ff/

Did you choose from one (or more) of the optional secondary themes?
We did cosmonauts!

Does your game contain 18+ content (Nudity, Gore, Language)?
It contains PS1 era violence and a blood effect when certain enemies die.

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Comments

Submitted

I really liked the visuals and the sounds, but I had significant issues with the mouse aiming. It seemed as if the mech would continually adjust its aim/camera angle even when I was keeping the mouse stationary.

Submitted

A nice throwback to ps1 era games loved the implementation of those era graphics with the way enemies, mechs and textures were designed can tell that alot of effort was put in to show what you were aiming to emulate

My only gripe was the mechs controls was really painful to navigate due to how it steered.

Overall a nice throwback to metal gear solid/golden eye ps1 era type games

Submitted

Very interesting game, I had fun while playing it!

I like the visuals, especially the 3D indication of how the mech is positioned, though the scene could use some shadows, I think some fake texture shadows would do just fine for this style.

The controls are a bit wacky, but I like the idea of controlling it like a tank. The mouse turning could use some work though, it's waaay too floaty.

Developer(+1)

Thanks for playing the game! Yeah shadows would probably be a good idea, we need to see about implementing those. Regarding the mouse that is probably the first thing we need to fix once the jam is over.

Submitted(+1)

Really cool and atmospheric Mech sim tech demo !

I really dig the aesthetic and how you’ve conveyed the heaviness of the mech through the animations, also the alternate history USSR setting is a pretty neat setting.

The controls are a bit odd though, i kinda see what you went for but i feel the clunkyness comes from 2 aspects :

  • the interpolated mouselook doesn’t seem to have a point where it stops so you often end up turning the head all the way in one direction or the other, though if you find a way to adjust this so the player can better control the amount by wich it turns this system is great to keep the “Sim” feel

  • the 3D orientation gizmo while looking cool, is a bit confusing to know where the head is facing, i think you could have one in 2D to have a bit clearer info on where the head and legs are facing.

Other than that it’s a cool concept, well done ^^

Developer(+1)

Thanks for playing the game! Yeah the mouse is wack, it's supposed to stop turning but this functionality broke if you enlarged the window and we couldn't fix it in time so removed it.

The 3d orientation gizmo is probably too complicated for its own good as well, a top down 2d one like in war thunder would probably be better.

Submitted(+1)

No sweat, it’s understandable within jam time constraints, and the 2D gizmo should definitively help with orientation :)

(+1)

I LIKE IT PICASSO <3

Submitted(+1)

i think you have to rework the way of move cause i feel like a crab.

Developer

Thanks for playing the game, sorry you had issues with the controls though. We need to have a tutorial for the controls in the future.

Submitted(+1)

Very cool idea, i like the art style, really looks alot retro, kind a like half life, and the sound effects also fit to the graphical style as well. You had alot of great ideas for fun mechanics, like running people over with the charge, or grabbing objects and throwing them at them.

The main problem is, it just controls miserable.

  1. It moves like a car, meaning you can only rotate and move forward or backward, and this is completely disconnected from the upper part. The big problem is that i have no reference ponit to know what the actual front direction is in that i’m actually moving, because it is almost impossible to center the top part in the middle, so i’m constantly missing a point of reference.
  2. The top part seems to have acceleration? I give it the slightest tick and it shoots to the max range in that direction. The whole things feels super floaty, like im turning in space, which gives you almost no control in what direction you’re actually aiming in.

I think you can fix this without completely changing it. You know how cars have a toe-in for their wheels, so they automaticaly self-center when you let go? I think you need something like that, where when you don’t move the mouse it automatically dead centers the whole upper moving part. This will improve steering of the whole mech as well as the ability to aim relative to it, without restricting it’s actual mobility.

Developer

Thanks for playing! For point number 1, the game is mostly controlled the way it's intended to as it's more of a mech simulator than an FPS. Think of it like controlling a walking tank where the torso is acting like the turret. There is a direction indicator in the bottom center of the screen but it's a bit unclear on how it works.

For point number 2 the mouse aim just straight does not work like intended due to technical issues, and we couldn't get it properly fixed in time for the jam submission. It's among the first things we need to fix.

Regarding the idea of auto centering I personally don't like it but it might be something we need to include an option for. I dislike the idea of the game "taking control" from me in that manner, but this is just, again, speaking personally.

HostSubmitted(+1)

Really like the idea of this, I would definitely encourage you all to continue working on this after the jam just to get the controls of the mech just right!

Developer

Thanks for playing! Yeah the controls need some improvement and probably we need a tutorial so players can be familiarized with them.

Submitted (1 edit) (+1)

Awesome Mech Warrior game. Was able to beat it, though it is tough. The controls are rather difficult, the mouse was too sensitive to me. If my mouse wasn't 100% deadcenter, the aim would continue moving. I suggest loosening that up somehow, not sure if you could program a "deadzone" for aim that if the mouse hasn't moved X amount away from the Last Aimed position, then it doesn't shift the players body. The mech sounds were pretty good. Just read another comment and yeah, if you keep the game at the normal scale, the aim is much better but enlarging the game really throws it off. 

Developer(+1)

Thanks for playing!  Yeah the mouse aim is not working as it should, we didn't get it fixed in time unfortunately, but once the jam rating time is over we will continue on with it.

Submitted(+1)

The atmosphere is great comrades, the throwing mechanic was fun even if slightly hard to aim and map is quite extensive.
One thing that bothered me is the free floating camera, option it would be appreciated.

Developer(+1)

Hi, thanks for playing! Yeah the camera is a bit wonky, it's supposed to auto center on where the mouse is but unfortunately we couldn't get it working in time if you enlarge the window due to some technical shenanigans.