Not sure what would work best with your set up but it would be nice to see some flow to the levels.
Chris Knight
Creator of
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Thank you for playing and leaving feadback.
It was a toss up between an aim to ground based system or enemies with very tall colliders, otherwise the shots would possibly pass over them.
I noticed that many people expected the shots to carry on so I'll probably change back to the other system, its not a difficult change to make and I think it will be a big improvement.
I'll probably give people a bunch of tools and a theme idea, I also make lowish poly models so I'm making a small batch to go along with some textures.
I'll probably craft a solid control scheme with some interactability.
Some kind of example enemy with some basic AI.
I'll write up a good manual and probably recommend going with ProBuilder for the level but its not like I'll force anything and then a few interesting prefabs which give some good functionality.
Finally I was toying with the idea of putting a very blank pause mode with volume and quit options as this can be annoying for some people to put in.
I'm not strong with animations, character creation, sound implimentation or dialogue so I'm hoping there will be a bunch for others to do.
I've noticed that in their YouTube videos there is no theme to adhere to and the structure of the game jam provides the theme itself.
If this is true it means that I can start working on ideas now and whittling them down and thinking about possible logic and code ready for day 1.
That also means that I can grab some free resources and start repurposing them and cleaning them up for myself and those who will use my project base.
I want to leave the most interesting and flexible playground for others on day 1, that interests me the most.
Just wondered if anyone else has some idea as I haven't seen this game jam run for itch before (I understand they do it with other devopers on YouTube)
I might just keep researching the developers to see if any of them has mentioned anything.
Just a word of advice if you agree to work with other coders but have little to no expreince working collaboratively I would urge caution, its just as likely that new team mates lose motivation or are no shows and you may spend your time chasing other people for promised work or unpicking their code from yours.
The best would be to code alone and grab an artist or two and someone to supply music and FX, your not going to have time to portion out coding work on a jam this small.
If your super new try using AI for help or debugging.
I've struggled with these issues on much longer jams with more time for the team mates to bond and learn how to work.
I'll be doing this one solo due to the time constaints and I have a few people I can go to for assets if I need them.
For Unity it might be a good idea to start with a 2D or 3D core as the URP and HDRP are quite weighty.
(Another trick might be to use an older version of Unity that has all the necessary functionality)
Its going to be a real challenge keeping the file sizes down.
I have a recent game jam that clocks in at 4GB on my machine but compiles to a 300MB game.
Even chunky prefabs can take up a lot of room.
Pretty sure its the pickups, nothing I can do until after the jam though I'm afriad.
Its a shame as I have a switch on everybase that tracks the player, the game used to fly along really smooth for the size and what was happening, but there is no time to live for the pickups so they just persist.
Once the jam is over I will fix that issue immediately
Fair enough, perhaps I didnt present the mech in the best possible light but I've got to defend our 3D modeller because he worked tirelessly and made all the enemy models during the jam.
He even put together last minute snow textures for all the models that didn't make it in to the build, my fault.
Either way thank you for the feedback.
Thank you for playing, glad you enjoyed it.
There were some mechanics that didn't get fully fleshed out.
What about the mech could be better?
There are 3 areas of the map to explore with the final being a mech vs mech boss battle.
Each zone has a barricade set up as an upgrade check on the player.
Honestly though I struggled to find my way around the map even though I designed the damn things so it needed some more ways of finding your way around apart from just the radar.
I'm glad you enjoyed it and managed to find some of the hidden stuff.
There was actually more dialogue that refused to trigger, we just had very little time for play testing in the end.
The design for the mech worked around velocity and drag so it was intentional but we were lucky with some of the initial control designs working from the outset, I just didn't know how it would behave on the big mechs.
There were weapon unlocks for the Mortar and Railgun and a level 1 upgrade for all but the railgun scattered around.
Thank you for playing.
Glad you had some fun with it, the destructible buildings were tedious in blender but the final effect is worth it.
I have some ideas on the performance spikes so I can hopefully polish the game after the jam is finished.
Nice to get some graphics feedback, I'd planned to do more with the visuals but it was a race at the end to get as much of my team's work in as possible and since final visuals was on me it slipped a bit.
Snow effect was made in the wee hours of the morning crunch time.
Your spot on about lighting, would love more time to test things.
Light bake was also the last thing I finished!
Possible the most complete game I've come across so far.
Runs really well, looks incredible with lots of nice sprites.
Interesting team idea, I really like it, I like the dialogue.
AI probably needs tweaking and more play testing.
The game locks you on the horizontal but gives you vertical movement, possibly a design choice but it feels somewhat awkward, also you'll boost everywhere and struggle to know where to go next.
There is a lot to like and with a few tweaks its probably the closest to being a releasable product that I've seen.
Really great puzzle game.
Nice sounds, nice looks, fits the theme well.
I like the snow effect.
It did make me wonder how much more dynamic it might have been if the enemies could shoot, perhaps on a particular turn in a set direction.
I'm seeing alot of robots in the jam, is it too unbeleivable that a Mech would fly backwards? Perhaps a bigger gun.