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(+1)

Impressive amount of scope delivered for the jam. Character and level select, very well done. Between the multiple levels and the low poly aesthetic, feels a bit reminiscent of Goldeneye 64.

Lots of similar feedback as what was already said below

  • Music hit me hard and quickly dropped my volume. 
  • Level 3 felt a bit long by that point, after playing 1 and 2. The slow mech speed felt perfect up until then. 
  • Rocket launcher is a straight downgrade, as the DPS for all three weapons feel the same, but the rocket launcher has no automatic, maybe I'm doing something wrong.
  • I really like the level designs, my only nitpick is not my favorite choice of colors, especially the very prominent repetitive light gray for the buildings. 
  • The objectives are a really nice touch, would be interesting to see how levels develop with a bigger scope project. Again, Goldeneye 64 comes to mind

Fun short experience, especially levels 1 and 2

Thanks for your feedback Gloriousclover, glad you’ve enjoyed the game despite the many issues.

Yup can’t argue with the sound issue didn’t take time to properly balance it or make a menu to adjust it, didn’t expected it to be as loud as it ended up though.

I wanted level 3 to be a bit larger but ended up a bit too large for its own good can’t argue with that especially if you chose one of the slow mechs :(

Weapons in general aren’t balanced at all cause i ran out of time so i left everyting doing the same amount of damage thus some of the supposedly stronger weapons being underwhelming, also the RL is auto but it fires slower, the fact you can spam it is cause i didn’t put an input check to prevent spam clicking again poor time management on my part :p for the same reason there’s also a weapon in the game that’s semi cut as of now.

Yeah i didn’t know which colors i wanted to make for buildings so they ended up mostly gray with some color notes here and there, i also tried something a bit experimental on that front which sort of put a bit of limitations on the environement textures, i tried having all map assets use the same texturesheet to hopefully improve performance, cause my previous Mech jam entry had a bunch of performance issues.

This wasn’t one of the references i had in mind when making this but glad it made you think of goldeneye XD

Though i’m not sure i could acheive making a difficulty variant dependent objectives system like they did.

(+1)

Colors are pretty good given what it is, especially when solo-deving haha. Art direction becomes another hat ;)

And yeah, Goldeneye for sure. The mission briefing, the multiple objectives, the first level despite being small still gave me a sense of exploration. You did a good job with the number of assets you had to make it actually feel like some kind of small town. The trucks are probably my favorite, reminds you how big you are and that people might live there.

I played everything in FPS only btw. Felt more immersive for me.