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- Enjoyed the mech's locomotion and weapon handling. Music/SFX and Art theme realy hit home and reminded me of the old Mechwarrior era of games. Combat was rewarding and incredibly controls responsive. Did encounter a cosmetic issue where the gun models would randomly fall out of your hands but still be fireable as normal. Wasn't able to nail down exact reproduction steps sadly. Another issue was random micro teleports in random directions. Incredibly disorienting during combat and led to many failed attempts at extraction. But was still fun to navigate, maybe it (the teleport bug) could be turned into a enemy attack feature for a future mob type?
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vToXqjGswirtV7w_KNngYttq561-pWokIdpup0DGI3dPMR9i1nTkjO5kmVgvvQxSIvVfZfvSIi13tiC/pub
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Armored Core/Chrome Hounds and Helldivers. Together. Gather resources and defend objectives to extract resources. Once your objective is done, extract in the shuttle.
Please explain how your game fits the theme:
Mecha here to do the companies bidding. Mecha is weapon. Brr
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Comments
The gameplay is intense, and the music and sfx fits perfectly. Especially the alarm that goes off when you begin evacuation. For using 3D in Godot, this is seriously impressive! Even more so that it was all done solo and submitted early. Great job!
Thank you for the kind words!
This was actually my first time using Blender and doing a 3D game in Godot . I've done little bitty things to learn of course, but not an actual game. So your words are incredibly kind.
Thank you for playing! <3
Cute zerglings and hydralisks :D
It took me a while to get what I was supposed to do, but it was fun when I figured! I still didn't quite get the difference in weapons, and having some more feedback from the game would be cool. But it was either way!
And great aesthetics overall!
Hey thanks for playing and thanks for noticing the reference material! ;)
The idea is each armament has different projectile systems to them, recoil, fire rates, screen shake values and damage numbers. I'd like to make these more distinct in the future but was hoping they were distinct enough to give a high level view for players. For example, the melee is a one hit kill, but you have to get close to them, good for rushing in and dealing with the melee enemies. While the missiles shoot three projectiles, good for a group in a line. Then of course the orbital laser is a ranged AoE one shot so it's good for a mob of enemies or taking out a group of ranged targets in one blow.
I'm interested in what you're saying about having more feedback from the game. Can you describe what you would expect/could be missing?
Feedback - I meant on actions. Like damage dealt, etc. Or time until the enemies come. Or hints that you need to activate the miner after you call it. With the last one - there was a hint when I came closer, but after I called it - I just went off to find some other crystals, made a few turns, and only then figured that maybe I should do something with the miner.
That said - for Jams that's a hard thing to do, a lot of micro-work, with not much time for that, so I totally get it :)
ahhh that makes sense. Good feedback! Yeah I wanted the spawn timer for enemies when extracting and excavating to be hidden. Makes sense.
I really enjoy mecha games like this, although it took me a while to find the deploy button on the first map 🤣I think the ship deploying you and extracting you was awesome!! Even when I was being extracted, the enemies somehow jumped on board and went up with the ship too. The aesthetic was awesome, really enjoy those retro vibes. However, I was having some bad fps when the mining extractor started showing its particles (and the lag stayed with the enemies too), I'm not sure what was up and I didn't see others have this problem - I just thought I'd mention it in case anyone else has this issue so you can fix it for your future games! But overall, awesome game!!
Thanks so much for the kind words! Really happy you and others are resonating with it! Yeah people have had issues figuring out where to go in the hub. Probably should have put it directly in front of the player or the how to play section.
Yeah the extractor flame particle problem I had initially when I built it. Didn't notice till I tested in browser. It was really bad on Mac and Windows. Linux actually took it like a champ for some reason. Vulkan? idk. Once Implemented a caching strategy it helped alot, but seems like it still struggles in browser depending on OS/browser/hardware. We'll def be looking into how to make that run well in the future and going forward. Now I understand how AA & AAA game dev feels when people get stutters. WORKS ON MY MACHINE!! XD.
Thank you again for playing!
You pulled off the robo fighter vibe very well. I was able to figure out the extra weapons by just pressing every button but it would be nice if it was written somewhere
Yeah unfortunately the only place I put them was in the "Keybinds" section on the main menu (and of course in the description). I wanted to have the pause menu in game, but there is bug in Godot where if you use SubViewPortContainers (needed for the post processing) and then nest nodes under them it seems to break ProcessMode when paused functionality of those child nodes. Very unfortunate :( I would have had to set everything by hand instead of using Inherit which in a Jam context just wouldn't have been wise. Forget one thing and boom game breaks.
Anyway long explanation for something that shoulda been simple. Maybe should have put some of Kenney Keyboard assets in beside each UI element. That coulda been smart.
Thank you so much for playing <3
The game looks very stylish and it feels good too. The vibe is really nice, and the general tone really hit home with the retro feel! Great job. The game is quite challenging and I died quite a few times, not that I am complaining at all!
My only nitpick will be of enemy spawning without much foretelling, and sometimes a surprise spawn did end some runs. Not sure if it was intended but I felt a bit cheated.
But anyway, nice work you've done there!
There is an audio queue that should be playing before, but I guess when it get's kinda crazy. I could see that. I would love to see people actually play the game. I think after testing it so much you just get good at your own games ya know? Def going to try and get some people to test once I start deving this more!
Thank you so much for the kind words and thanks for playing!
Wow this game was incredibly stylish. The sound of the gunfire was so so so nice to listen to. The visuals really made me feel like I found some ancient Armored Core prototype or something. I also enjoyed the enemy design, I could see a story unfolding here.
Some of the fights are very hard! One thing i wish I had was more vertical movement. I found at times I would get pinched, with no option for how to avoid damage. However, this challenge made it fun and made me want to grind it out and get better, so maybe it would grow on me in a longer setting.
I also found that the dash will let you climb the walls a bit, although I ended up getting stuck a few times haha
Great submission and very well-executed.
Thank you very much for the incredibly kind words! Armored Core prototype/demake(???) was kinda what I was going for.
Yeah the fights are supposed to be just hectic enough. And the lack of verticality is actually due to a design flaw I didn't want to address just yet on my side for how I setup the enemies. The raycasts go out in a line instead of in a cone. So if you are above or below the plane of an enemy... They can't see you! haha! Def want to address that going forward!
You trying to wall run in a mech huh? Well whatever floats your boat. ;)
Thank you again for the playthrough and review. Cheers! :finger guns:
Holy moly this was such a blast to play! :O I absolutely love the game-feel, so many things that just absolutely oozed! From the dynamic music, to the way that your camera tilts as you dash around launching orbital strikes at your enemies. All of the abilities feel really good and the graphics are so cohesive too! The combination of mecha mechanics plus risk of rain like game loop is super clever! Amazing game!
Thank you so much for playing! I'm glad you had a good time. I spent a good portion of time at the beginning trying to get the recoil/screen shake to feel satisfying, then later it really came together once I added VFX and sound. The camera tilt is such a simple but effective addition and I'm glad it really helps it standout.
Thanks for the kind words! Cheers
First of all, love the aesthetics of this game! From the texture warping, the low poly models, the sound design. It really gives that retro feel to it.
I also really like the UI, especially the area around the crosshair and the orange rectangle corners. Just looks really nice. Gameplay wise, it almost felt like I was playing something like Armored Core, but in first person. It was fun to dash around, and the animation of the 'Q' gun really stood out to me. It was just unexpected to see it coming out of the corner, but it felt really cool to use because of that.
The enemy designs feel alien and strange, as I'd expect from a game where you're traveling to seemingly another planet on a shuttle. They fit right in.
The music helps to give a sense of unfamiliarity and survival to the situation. Gets me in the atmosphere. I really like the more hardcore rock version that plays when you get in a fight as well. Really ramps up the intensity!
This game just felt badass. I enjoyed it!
The texture warping from the shaders is such a neat little effect! Thank you. I also really enjoyed the sound design, I'm a little sad Godot's audio pitch parameter doesn't work on web because I modulate the pitch of each shot to make them sound a little different. But I'm happy with what I recorded!
The missile launcher was really fun to make and animate. Relatively simple to add but again adds a coolness factor.
I loved making the music, I literally spent all day listening to metal and prog metal to try and "drum" up ideas. Ended up settling on the chord progression from Haken's song The Good Doctor from their album Vector https://www.google.com/url?sa=t&source=web&rct=j&opi=89978449&url=https://www.yo...
Thanks for the kind words and glad you enjoyed! Cheers
Love the feel of this game. The tilt when moving adds such a nice touch. It feels like I am a Stryder from Titanfall but with killer weapons. The variety of enemies is nice as well, rather than only having to deal with ranged enemies, the little guys rush you down as well. Nice job with the shaders!
Thanks for playing! Yeah I actually wanted add a third enemy but just didn't have the bandwidth. The tilt was something I added on Wednesday as part of polish. It's crazy how something that was pretty simple to add enhanced the user experience so much!
I can't take credit for the shaders. I used and modified ones from here https://github.com/MenacingMecha/godot-psx-style-demo
Them along with the low poly are a great combo.
Thanks again for the kind words
I actually think the simple aesthetics of this game add to it, they remind me of Lethal Company's graphics. I wish that it were a bit more obvious that you had to interact with the green button thingy where you spawn in because I got confused and looked through the entire map to find where I was supposed to go lol, it's nice that you made ammo regenerating rather than doing what most games do and have an item you have to pick up to restore it. It would also be cool if you added more to the hub world. Great game 8D
Thank you for the playthrough and kind words!
Lethal was definitely an inspiration as well as other PSX style artists I follow.
I think I've played/demoed it so much I just never moved the Deploy button after I set it there. So... more play testing could have helped there.
Yeah I wanted the "ammo"/guns to have more of an overheat/energy mechanic rather than having to pick up bricks of ammo. It really makes the player need to use the different arms to clear enemies rather than just use one gun.
I'm def planning on expanding. We'll see how the rest of feedback goes!
You did a really good job with the look and feel of the game. The animations of the guns firing are really nice. Good job with the enemies and environment. Overall really good job!
Thank you! A good portion of the time was def spent on making the recoil, screen shake feel nice. Once I added sound it really came together.
The style is really solid.
The theme implementation is somewhat basic, with the mecha idea, but it still fits.
Did indeed get armored core + helldivers vibes from it, so well executed.
Love the water melons that certain enemies shoot at me xD
(they are probably something like plasma orbs, but they kinda look like water melons)
I was like acid ball. But... Yes they are now watermelons. Thanks for playing!
"10/10 Blew myself up with an orbital laser" Nice simple extraction shooter. Love all the sounds & music and how funny small enemies look from the front (feels unintentional but still)! Needed a few runs to fully accustom myself to all the different weapons though. Also, fell off the map at the end near the corner:
Oh they're supposed to look jank AF. haha! It's a combo of the shader and the model. Did the kill box below the map did not kill you? Dangit! haha
EDIT: Thank you so much for commenting! The killbox was kinda a last minute thing. In the hub it works but on the level I forgot to set the collision mask to the player! So thank you for the comment! Fixed!
Simple but fun game. Intuitive to understand, and weapon variety between the guns, melee and orbital laser was cool.