Thanks for playing!
Biohazard335
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Interesting mechanic! I really liked the visuals.
It was just a little bit tedious to wait for an asteroid to be facing the right direction, if there was a way to speed up its rotation while I hover over them I think it would be a little more fun. The hitboxes are also just a bit too small, when I have to wait for the thing to do a full rotation because I misclicked it's frustrating. But the mechanic was definitely enjoyable enough for me to play to the end, well done!
I don't know what insane fever dream spawned this game concept, but what's most strange about this game is that once you understand how it works, it actually works, and really well at that. I can easily see this as a successful mobile game. I did have to turn off the music, for my sanity, but I played this game FAR longer than I expected to. Add some achievements/unlocks and put this on the app store!
A good bit of chaotic fun! Some performance issues on lower end systems, I think there were just too many particles and my laptop couldn't keep up. Objects didn't always collide properly when rotating, and the death hitboxes are pretty unforgiving, but still fun enough for me to keep playing it until I won. The music is just too perfect!
Unique mechanic! The addition of the story also added a lot of flavor. Unfortunately the difficulty of only being able to attack the enemies when the cursor is in the right spot paired with the enemies moving around erratically made this a bit frustrating. The game actually becomes a lot easier after you've destroyed most of the buildings haha
You know, you could have made him HOP....
Not a bad game though, ironically it's a fresh idea and I played it a lot longer than I thought I would. Though I would have liked to see some kind of medal or star rating system so that I know how well I did on each level, and maybe like a trampoline or spring you can bounce off of to make the most out of your...boost
This is a fun concept, and a good use of the theme. But there are some things that can be improved here:
The enemies spawn right next to where my units spawn, and without warning. If there was like a ship orbiting the planet spawning the enemies where I can see them and not on top of my units that would be a lot more fun
When all the characters are on top of each other it's impossible to click on the one I want. If they had some sort of collision keeping them separate they would be easier to control
Really interesting ideas here, the further I played the more impressed I was with the level design.
This game definitely would have benefited from checkpoints, and as others have said coyote time. The camera was also wildly fast, but a few unity games I've played for this jam have been like that and no one else seems to be commenting on it so it may be on my end
Great game! The reload mechanic is genius.
Those little green planes are just a bit too hard, but other than that stellar work.
Fullscreen was glitching out on me though, whenever I hit esc to pause it would toggle sometimes, and the fullscreen button in settings seems like it only activates when you leave the menu
Thanks for playing!
I wanted to make it so that players could rebind the controls however they like, but sadly I didn't have the time!
The map starts you off on the left with 3 missions to choose from. After you complete a mission it gets highlighted in green and you can then choose from the 2 missions to the right of it which are connected to the mission you just finished by white lines. I wanted to allow the player to view all of the possible missions from the beginning of each run so that they can strategically choose which path they want to go down. To show that only some missions are currently available all of the unavailable missions have a light X over them
Thanks for playing!
I appreciate the feedback, I couldn't decide whether or not to have the bounds hurt, I wanted to dissuade players from just camping the edges but I also didn't want it to be too hard. I decided to err on the side of difficulty because it's a rougelike, but this is why it's important to have beta testers!
Thanks, I'm glad you liked it!
Sadly I had to cut the story for time, but that's definitely something I'd add in an update!
"Scratch" is a bit of a misnomer in C++, everyone uses SOME libraries of pre-made code just because there's no real reason to completely reinvent the wheel. My engine primarily uses SFML for cross-platform rendering and keyboard/mouse/gamepad input, as well as a LOT of custom code I wrote to serve as a framework for my games and facilitate making games fast. I wrote the engine before the jam started, but everything that makes Merc an actual game was done during the jam