Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

DF_WideCode

27
Posts
1
Topics
8
Followers
60
Following
A member registered Jun 06, 2020 · View creator page →

Creator of

Recent community posts

Thanks.  Its possible, I do not know a good way to let you import your own images but I could support a collection of stock images.  Size does become an issue depending on how big they are.

Very cool, definitely needs handles for each axis

Very cool game.  Needs a restart buttons for dumb people who throw the cable out of reach.  

Best game so far, Love the announcer voice and the theme.

Love the character and the style.  Great puzzles and atmosphere.  Took me a min to pick up on the shadows under the turrets showing where they would turn, maybe add a text hint.  I played it to the end.  Also, is it me or is the elevator going down?

Thanks for playing my game.  I think adding post processing effects and UI at the last minute was probably a mistake. {:

Thanks for playing my game.  I think adding post processing effects and UI at the last minute was probably a mistake. {:

I agree, I originally planned to procedurally generate the maze and was trying to figure out how to make sure you could find the code within the currently open space.  This was actually the problem that led me to decide on the nightmare theme. So it did not have to make sence in fiction how you got the code or why the code was math homework.  I later gave up on map generation but might implement it post jam.  

Thanks for the feedback.

Very cool samurai game.  Like the music and the sword fight sounds.  would love to see this with a cooler warrior sprites.

Thanks for the feedback.  Totally agree,  I had to rush everything and I'm no artist.  Definitely going to improve the interface and looks after voting ends.

Yes,  un-attached parts self destruct when you start.  Its likely those parts, or the parts they were attached to, where not attached to the body of the mech.  Clearly I need a more tolerant snapping distance and more obvious connection feedback.  

Alternatively, I did consider allowing you to build mechs with disconnected parts that would either stay in orbit around the cockpit or lay where ever you left them.  This might lead to interesting turret or mine laying tactics 

Thank you for the feedback.

Thanks a lot

Very cool.  Loved the art style and sound.  I like that each building has different mechanisms in addition to the color combos.  I did once get to the end with enough power but it did not let me finish until I looped around a bit more, not sure why.

Nice game, Played it all the way.  I wish I could set the dash to be triggered on a second press of the jump button.  Got caught between a movable block and a corner a few times but never fully blocked (never had to reload the level).

Interesting concept.  Maybe needs some more obvious feedback from the generator and labeling of what is a battery and heating coil.  

Also, great job, fictional country leaders in deciding where to cut corners.

Very cool.  It might be a good idea to mention in the tutorial that not all of the clues are required.  And that you have to hit the case closed button to see if you got it right.  This makes since given the theme but the gamer in me was waiting for some sort of "Level Complete" prompt the first time I played it.

Thank you.

Good idea.  Thank you.

Thank you for the feedback.  

I do plan to limit what you can build  at the start (maybe 10 parts), then add some sort of pickup that would add to your part allowance.  

The AI is actually pretty cool in this game because it is built into the construction of the enemy mechs.  Active parts like the engine, rotor and gun have two or three special AI switch settings.  Active-when-on-target and  active-when-not-on-target (clockwise and counter-clockwise rotation for the rotor).  These parts all have a ray-cast (sensor) and a range to detect the player  So there is one enemy that tries to orbit the player by having an engine on the side that pushes away from the player when it gets too close.  It is a bit subtle but I could improve it in future enemies.  It might also be cool to let the player construct enemies or even set up their own mech to be fully AI.

The screen size issues may be because this is the first game I have tried to run in the Itch.io webpage.  I could not get the automatic dimensions and scale to work and just manually set them. I developed the game at 1920x1080 but it did not work correctly in the browser till i shrunk it way down.  I definitely have to figure that out.

All good ideas for future development.

Thanks a lot.  

I will definitely improve the snapping together-ness post jam.  And have a few ideas for more parts.  

Game jams are fun but I still need a lot of work in the time management department.

Thanks for the notes.  

I probably should increase the snapping distance.  not sure if I can do it before the jam (voting) is over though.

Thanks,  

Sorry for the sounds, they were all last minute and are latterly me making mouth noises into a laptop mic.  I will definitely replace them with some real sounds after the jam.

Best jam entry I have played so far.  Good job

What do the fish do?

Also included in there will be bug fixes, accessibility concerns, and responses to feedback

Fixed

Please check out my first real game beta made using Unity!  

https://danielfowler.itch.io/mech-advent


Pitch:

Control up to three customizable robots with three built decks of cards in a top down strategy wargame against a ravenous horde of alien monsters!  

Goals:

Customizable decks allow robots to specialize in one or more weapons including: pistol, shotgun, rifle and sniper rifle.  They will also have access to deployable grenades' and barricades.  Other features will include jump packs to bypass terrain and targeting systems to assist in killing monsters at range.  

Each mission starts in a small map, leading to a larger area and finally a huge battlefield where a procedurally generated objective will challenge the player.  Damage persists throughout the mission, can you make it to the final objective and come out victorious?


Reality:

This game is in development and is currently a pay-what-you-want Beta.  Not all features are implemented and the gameplay is likely to change.  I appreciate your support and would also like to hear what you think.  Let me know if you have any issues or suggestions in the comments.    

Currently the decks are not customizable and the mission continues until all robots are destroyed or you return to the lobby.


Controls: 

Left mouse: camera scroll and select 

Right mouse: camera rotate 

Middle Mouse wheel: camera zoom 

Delete: Frame rate counter


I hope you will like this demo and get excited for the final release (TBD)