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A jam submission

DØD SØ FUBARView game page

UNIT 67 HAS CRASHLANDED IN CRAP.
Submitted by DancingEngie (@DancingEngie) — 3 days, 4 hours before the deadline
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Play shitty mech simulator

DØD SØ FUBAR's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#14.1674.167
Gameplay#14.3754.375
Overall Good#14.2504.250
Overall#14.0834.083
Modifier#34.2924.292
Sound#43.9173.917
Overall Bad#133.5003.500

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have implemented the modifier, how have you done so?
Though the mech has many systems the player must alternate between, one button actually activates them

Any additional information for voters?
The game contains loud alarm sounds, flashing sprites, and uncensored swearing

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Comments

Host(+1)

Hello! Congrats on winning! Contact me through the jam discord for information on prizes etc!

Host(+1)

Oh wow this actually was really good! Having to control all these different functions   at once is really my jam, and having the onslaught of enemies  made for such a chaotic but enjoyable game! The narrative was really funny, with great dialogue sound. There's a lot to like here!

Well done!

Submitted(+1)

I don't know if I've ever seen this mechanic before, but it's brilliant!  A genuinely good game wrapped in some wonderfully haphazard graphics and sound.  Perfect SBIG.

Submitted(+1)

I really liked this one, the swapping of the power to each component and rapidly switching between had me legitimately engaged throughout the game. I found the difficulty scaled pretty well, I was able to keep on top of things for the first little bit and even managed to survive a couple gauntlets of incoming missiles, but eventually there was simply too much for me to handle and I died. I love the little animation in the death screen btw.

The grunted and stilted voices for the dialogue were great, as well as the robot just being pasted on top of a slightly blurred photo. All the cabin view effects and sounds were great and the attacks were all well telegraphed even while retaining the MS paint look.

I really loved the interactive tutorial and thought "holy shit" when the HUD lit up.

This was awesome, excellent work!

Submitted(+1)

An amazing take on the modifier and super fun at that. I also love the atmosphere you have going on with the eerie looking enemies and the ominous red glow on everything. Best 90s mech anime with a terrible and cheesy dub never made.

Submitted(+1)

Nice game ! Would be better if there was enemies that had special abilities. Just to let you give tips.

Developer

Thanks! I did want to add more varied enemies, but since I had to wrap this game up in two weekends (keeping with my full time job and all that) I tried to do my best with just two basic enemy types, each countered through different means.

Submitted(+1)

Music was awesome! Somehow this felt like an origianlly good game was FUBAR, and now we have this. 10/10

Submitted(+1)

A very hectic and very enjoyable game. Genuinely unironically good, whilst still remaining in the spirit of the jam. Well done!

Submitted(+1)

It's so fun to play. Thank you!

Submitted(+1)

SHit daMMit Absolutely the best one i've played so far! The concept is good, with a creative use of the modifier, and the surrounding art and sound fits quite well. The controls are appropriately infuriating, but clearly designed that way rather than just having a whack implementation, which might miss the point a bit for "so bad its good" (cause its too good), but it overall works really well. 

I also think my humor is childish to enjoy the intro sequence, dammit.

Developer (1 edit)

Thanks for playing! As we are in the So Bad It’s Good Jam, the story dialogues are intentionally a bit more… facetious than what I’d usually write.

Submitted(+1)

A really solid entry. having to move a single battery to do stuff adds a sense of urgency to the game which i liked 

Submitted(+1)

Interesting mechanics and quite fun gameplay, overall i liked the game.

Submitted(+1)

This is really good!!!
Nice work!

Submitted(+2)

I will riot if this game doesn't get first

Submitted(+2)

The initial startup was a bit confusing; I didn't realize I had to pick up and move the battery. However, it's a good tutorial given that this is a major mechanic.

The MSPaint art is just about perfect for this jam. It falls into that nice range where it's objectively bad but not unpleasant to look at. The audio was actually pretty good, except for the weird speech at the beginning which in my opinion just doesn't work.

I expected it to be turn based, not real-time, but I think it works better. It's high energy and high tension, and I got pretty immersed before I got overwhelmed and died.

Definitely a strong entry, and I legitimately had fun playing it.

Developer

Glad you enjoyed it :)

I am a sucker for interactive non-textual tutorials so I tried to pull one in lieu of programming an in-game tutorial. I admit the mouse prompt could have been more obvious. It’s always a balance between letting players figure the mechanic out on their own and just giving them the answer.

You did raise a point about audio. It is a lot harder to pull shitty audio than shitty visuals without having your audience GTFO. Improperly mixed alarm sounds are used both to increase tension and to sorta tap into that SBIG mentality a bit. As for the speech pattern - it’s a gag regarding visual novel dialogue beeps. I tried replacing those beeps with my voice and found it funny so I kept it. I understand why it’s a bit annoying though, it really is a niche gag.

Anyways, thanks for playing!

Submitted(+1)

My favourite tutorials are the gameplay-integrated ones; introductory settings where mechanics are unlocked one by one. Though these can be tedious on the second playthrough. I think what you did here works but I do agree it could have been more obvious that you had to move the battery.

Ending up with audio sliding into truly bad territory is definitely something that can happen. I think it's pretty hard in general to hit "so bad it's good" with audio versus ending up with something either just bad or just okay. Turning off your audience is definitely a risk; I remember advice from an old filmmaking website that's stuck to me to this day: your audience will tolerate crappy video but not crappy audio. At the time they recommended equipment costing hundreds to thousands of dollars; fortunately technology has advanced to the point where even smartphone and headset audio is at least tolerable.

Submitted(+1)

I believe we got a winner.