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A jam submission

Target: WeaponView game page

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Target: Weapon's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#263.3643.364
Visuals#343.6363.636
Originality#353.5453.545
Audio#492.8182.818
Overall#593.0003.000

Ranked from 11 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?
Steve Rynders: Art,Programming, Design | Derrick Melton: Programming, Design, VFX, | Terence Tuissant : Audio FX and Music

Did you use any third party assets, if yes what assets did you use?
Input: Juju Adams and Offalynn, DotObj by Juju Adams, Drago3d, Fonts by Tepid Monkey and Zeta Fonts

Did you choose from one (or more) of the optional secondary themes?
No

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

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Comments

Submitted(+1)

I liked it. Obviously suffered from being a jam game and not everything went together as well as you hoped. Saw some bugs, crashed on me once or twice, which I saw other people comment on. But well done getting a 2d engine to run 3d, thats pretty impressive (I think, I havent tried it, but I'm guessing it is from my limited GM2 knowledge)

Submitted(+1)

The game felt a bit bare bones on my playthrough. The melee was almost always a bad idea to go for as it just leads to you getting hit a lot, there was no feedback on the special weapons either switching or being used so I'm pretty sure I never got the chance to see them in action, and the enemy's method of fighting kinda just lead to me mindlessly circle strafing them the entire time. There were also some crashes when I selected certain opponents. Personally, it just didn't feel like there was much here I could have latched onto.

Developer

Fair points all around. Most of those things were like 90% finished before submitting, we just didn't get the final push to get everything done. Like the UI hooks I made are in use in an internal build now, there are ammo counts, your reticle is clamped, there is a fullscreen option and mouse lock, etc.

As far as game balance and enemy balance goes, you are absolutely correct with your assessment; weapons just aren't fully there, and the AI didn't have enough time to cook, so to speak, and is a very bare bones GOAP implementation that I started to implement a bit too far into the jam. The intent was for Melee to be used as a form of counter to reload timings, but the reload timers were too short for it to feel fun, and the stun mechanics didn't make it in either.

The vision though, was for something similar to Armored Core VI's ACS strain where you could set the mech into a system restart sort of deal that would have allowed melee to really be something that would mechanically make sense, or do something like disrupting the opponents reload timers so that there was an ebb/flow to the combat where you'd get rewarded for taking the risk of being close range. The biggest issue though is that I just wasn't solid enough on the math to use in order to make the AI do a bit better of a job predicting where to shoot in order to actually land hits, which would have been necessary to hone in on the concept of being close being riskier, etc. So there basically would have needed to be 3 or 4 more systems fleshed out in order for things to actually all snap together in a cohesive way.

In short, we sort of let scope creep get in the way of finishing certain systems. I also took too long coding up all the 3d collision stuff because we used an engine that doesn't have 3d colliders, and even though it is billboarded 2d, everything actually uses 3d collisions, raycasts, etc. Either way, even though very critical I appreciate the feedback because nothing you said was wrong by any means.

Submitted(+1)

Ah scope creep. I've been in enough jams to understand how that feels. Sorry y'all couldn't get in everything you were hoping for, now that you've described it I can see what you were going for.

Developer

Hey, no worries! Not everything about the play experience was positive for those who have tried it, and knowing what feels bad about the user experience is how we fix those issues...and issues with UX are big problems that we should have put more focus into addressing prior to features.

Developer

Yeah I totally understand. Ultimately sometimes things just don't come together as much as you hope, but it's good to hear from someone else to help crystallize it. Interesting about the crashing - had you picked some, then cancelled, and started over?

Submitted(+1)

Loved the whole art style, I always vibe with 2d and 3d styles like this and this is really well done, love the art for the mechs! Combat is nice and quick, just wish there was more feedback because its hard to tell if I'm doing anything with my attack, particularly with melee. But honestly it just needs a bit more polishing and combat would be really good in this game!

Besides that, the only issue is one you already heard with the fullscreen/mouse, everything else is extremely solid!

Developer

Thanks. I've fixed most of the issues that have been brought up, just want to wait until after the jam to release so that it doesn't skew the voting.
The only thing that won't be coming out soon are some of the mechanics pitfalls brought up by Neo, which are going to require more backend stuff to get into a state where it feels really tied together.

Submitted(+1)

Neat aesthetic/graphics with 2D sprites in a 3D perspective! And I like the idea of having to pick and fight multiple different enemies. As other's have pointed out, the lack of fullscreen. This also caused issues when my mouse moved off the window as well as hit detection feeling a little wonky to me. But cool project regardless!

Developer

Thanks! Yeah just waiting for voting to end and then going to push a new release that fixes the lack of fullscreen and mouse lock, which are honestly things I should have accounted for early on, that puts things in a truer state.

As far as the hit detection feeling wonky, what aspect in particular? I myself was thinking it had more to do with the perspective itself and not being able to gauge the distance to the enemy very well when I was thinking there were issues, but would be interested if you have a different take on things.

Main reason I ask is because I had to manually write the raycast function used by your main ranged weapon and could have screwed something up somehow....In short all colliders were manually programmed because I wasn't familiar with the existing 3d collision libraries for Gamemaker...so I wrote them myself, and could have really screwed something up between the sphere/ray collision code I wrote that your laser shots use.


HostSubmitted(+1)

The combat is really fun! I will be playing more of this, hope that you can continue it someday.

Developer

That is the plan. We had a lot of ideas on this one that would have been far out of scope for the jam, but wouldn't be out of scope for something like a month later post-mortem update. Hope is that sometime here in the near future something closer to the minimum viable product we all had envisioned from the start is able to be released....also would give time to ensure certain things are set up properly to even do an in browser release rather than requiring a download.

Developer(+1)

Pushed an update that fixed a lot of the bugs/issues people were running into, along with changing the controls. Again, thanks for hosting the jam!

Submitted

Cool mech arena fighter. Mechs looked really cool. Game was very small on my screen and I didn't see a way to make the game fullscreen which made it pretty tough for me to see much detail. 

Developer(+1)

Thanks for the feedback.
Yeah, that is something that honestly I think would be a simple thing to add but fell through the cracks for whatever reason. I would implement it now, but it feels against the spirit of the jam to go and do a bunch of polish now or do anything other than bug fixes at this point...but post jam I definitely intend to at least get things closer to the vision the team had, even if it still doesn't end up as a fully fleshed out game.

Developer

I'm curious what size screen are you using? 4K?

Submitted (1 edit) (+1)

Yeah, I'm using a 4k TV as my screen.


Developer(+1)

Yeah, we have a fix internally for that now, but pushing that to the live version seems like a reeaaaaally gray area as far as whether it is acceptable or not this far into voting/the jam being done.

Would love your feedback once the jam is over though what your thoughts were once you can experience things a little more polished/working for you

Submitted

Awesome, I look forward to playing again after the Jam and would love to see this project evolve more too :D

Developer(+1)

Game has been updated, and a fullscreen mode has been added among other things! Once again thanks for playing, and hopefully even though the gameplay loop is still pretty simplistic at the moment, you'll enjoy the concept

Submitted

Awesome, I look forward to trying the Fullscreen out :D and whatever else you added.

Submitted

Sorry it took me so long but I finally played Target Weapon again. I didn't see  a Fullscreen option anywhere. Is it possible the wrong build was uploaded?

Submitted(+1)

This game feels like i’m in an actual anime battle. Love the fact that both characters rotate around each other, it’s super fun and unique. Also love the bullet trail that is shown while shooting. The movement itself feels really responsive and tight, which is great, up to the point where you start flying off in the air, where you can’t see anything anymore because there is no vertical movement. Also not quite sure what that mechanic is for.

I also didn’t find a use for the subweapon, it’s also a bit inconvenient to hit F while cycling left and right. While it is quite cool atm it feels a bit like button meshing. Or rathing cruzing around the enemy until your buttons hit something, because it is all so fast paced. I saw that enemies had differt attacks, but most of the time i would just keep my distance and shoot from far away, because that was the most convenient. At this speed of the game i dunno if you really would be able to go about it any other way? Going close for the meele was mostly difficult, and it was very hard to hit, even thou it felt really cool.

I wish there where a few more sounds for the different boost abilities and meele hits (dunno if there was one for that) i mostly only heared the weapon shots.

I also had the game crash whenever i finished a round and went back to the (character?) selection screen. It only works on first startup.

Also the biggest annoyance was, that the mouse is not locked to the window / no fullscreen mode. I was constantly getting out of range and the loosing focus of the window.

Developer

Thanks!

Yeah, there were a couple of things that I believe broke in the final push (things breaking after trying to do another round) and as mentioned elsewhere the UI/UX not being implemented really for weapons/subweapons. Every one of your concerns is totally valid and is something I would like to fix in the near future when I have time, especially the mouse lock (it annoyed me too, but ran out of time)

Lastly. vertical movement exists because originally we wanted to have terrain and buildings you could fly over along with a more proper fps camera setup, but had to pick and choose along the way which art we had time to make/search for and integrate. There also was intended to be more AI patterns that would focus on staying above you, but it didn't make sense to implement without the AI fully cheating and having unlimited vertical boost...which they have, but doesn't feel as unfair because they aren't utilizing it really themselves. If we had buildings and other scenery though, I think that the vertical boost would have made way more sense.

Submitted(+1)

Ah i see. Yes flying through a city and above buildings while meanwhile batteling each other sounds like a dope idea! And would also make the fights much more interesting.

Developer

"This game feels like i’m in an actual anime battle."

Best compliment we could have received, in my eyes :) Thanks for the thorough feedback, I'm taking notes.   Definitely didn't get to fully tuning the combat and dialing in gameplay as much as we would have liked, but sometimes that's how it goes with a jam.  Already jumped on that bug you mentioned so thanks for that, already pushed up a fix and will try to update the itch build as well.

Submitted(+1)

the game crashed but hey I just loved what I saw. the 2D and 3D aspect looks outstanding. I would totally play a game with this mechanic and roguelike progression 

Developer

Appreciate that others are enjoying the billboarded aesthetic!

Yeah, we busted something in our final push trying to get some stuff tied together and didn't catch those things.

Developer

My fault! :)

Submitted(+1)

I like the 2D in 3D! Also sliding around feels fun with the sick graphics. I think the audio just needs to be a little louder, and the cursor being in the world is cool but takes a sec to re-find when you lose it! Cool concept!

Developer

Thanks! The cursor itself looked wrong when I was attempting to clamp the distance the cursor would get away from you, so I ended up reverting to it just existing entirely in world space.  There were just a lot of little things that needed to get hooked up that I couldn't find time for, which is why there isn't a proper UI for your weapons/subweapons when you unlock them even though technically the code is all there, just not stitched up.

Developer

Thanks for checking it out!