Hi! First of all thanks for the extensive feedback, it is really appreciated.
We admit that the game is barely on theme, but we can assure you it wasn’t originally planned for another jam! The fact is we only had one weekend to get toghether and work on it, so during brainstorming we focused more on getting a coherent idea for the gameplay and decided to used the “Dungeon Intern” backdrop, one we had developed in our other jam games, as a base theme on which to build the connection to mechs. It may have been sentimental attachment to the little green guys at this point, but we probably should have changed things a little bit more as you suggest. We tried to implement one mech per-optional theme, so the ideas thrown around in that direction may also have hindered our focus on the main theme. We’re sorry if you felt tricked, it really wasn’t our intention!
We also totally agree that the game is quite too easy. Balancing is an aspect for which we’re still trying to get proficent at and the strict time constraints didn’t really give us the option to playtest a whole lot. There was the idea of adding multiple spawnpoints and paths for enemies in the works, but unfortunately we weren’t able to test it properly and release it in time: we’ll probably do so after the voting period ends. The idea of minimum distances between mechs also seems worth playtesting, thanks for the suggestion!
We appreciate your regards on the idea, the music and the graphics: we’re blessed to have two (really three) wonderful artists among us, so all the praise to them on those aspects!
We’ll strive to playtest more our jam games in the future, both to avoid annoying crashes and to provide a more balanced experience. We really thank you for your ostensive feedback and thank you for wanting to try our game!
~ matmangio