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MrFlamey

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A member registered Jun 11, 2020 · View creator page →

Creator of

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Lovely game! I Really had fun on the first proper mission and will play some more later.

I must have missed how to change weapon, because I couldn't figure out how to have a bow and a sword or switch to the axe. Switching spells and potions was fine.

Short, but a lot of fun, and I loved the presentation - The squash and stretch anims for the characters were very charming!

Pulse for Playdate community · Created a new topic Support

If you experience any problems while playing, or trying to play Pulse, please summarise your issues in this thread and I will try to respond as soon as possible.

Thanks very much! I'm glad you enjoyed it.

Sorry for the late reply, I was on a long vacation and the video didn't show up on my phone, so I didn't reply and kinda forgot about it. Just checking it now.

Glad you enjoyed the game and thanks so much for making a video about your time playing it :)
Did you play with keyboard or on device for this video? I balanced it to be quite hard on device, but with a keyboard it's a bit easier because of the separation of axis inputs.

It can be awkward to create the first topic, so I'm just putting this here for any miscellaneous questions, comments and feedback regarding the game.

Ah, I think you may be right. I've enabled that checkbox for the Windows and Linux builds, so let me know if it still doesn't appear for you. I wasn't aware of the launcher, so I've not tried using it before, but I guess I'll look into it. If the launcher still doesn't work, you should be able to download it in a web browser.

Thanks! I still haven't gone back to fix the camera and controls, but I'm happy you enjoyed it.

Loved the enemy mechs falling apart depending on where I shot them! I also enjoyed the retro mech game vibes. Also, the first enemy mechs you encounter reminded me of the grunts from Halo as they just kinda run around looking confused and cute before you blast them to pieces.

This is great and it feels like there's quite a lot going on for a game jam. Loved the main menu cockpit style and overall presentation is great. Controls felt natural and responsive, and the game was quite easy to pick up and play.

However, I couldn't even beat the first level :/ I'd try and destroy the enemy ship, but while I was doing that the enemy drones would be wrecking mine, so I had to go fight them. Not sure how long the wave lasts, but it was feeling quite long - woulda liked a wave timer or something to have a better idea when I would be able to take a break and recharge :)

As others have said, the camera is way too close and it's almost impossible to figure out where the enemies are before their shots hit you. If you pull the camera back a bit to give the player more breathing room it will probably make a huge difference to how far people are able to get through the levels.

Still, nice first game, and I liked the different mechs you had available (though I was unable to use them in the level for some reason).

Thanks so much for taking the time to play and comment.

It's quite frustrating being totally aware of most of the issues people are going to have with the game, but without enough time, or perhaps just not the right focus to fix the important issues instead of doing the fun things :) I definitely wanted to improve the controls and make it easier to move around and had several ideas for how to do it, but I just didn't. Maybe I'll go back to it one day and fix it, but I got kinda burned out working on it for now.

Lack of sound was a huge bummer. I didn't appreciate enough what a huge difference even just a few choice sound effects can make to the game. Hopefully my next jam game will have sound.

Thanks for playing!

I have a friend that was going to help out with audio, but I probably didn't pester him enough about it and ended up without sounds.

Thanks for the feedback. I should definitely have tried to clean up those errors or figure out how to hide the console altogether, since I didn't notice anything bad happening as a result of them. I just ran out of time because I was going on my hols a couple of days before the jam ended.

Yeah, allowing the mech to jump down was something I wish I'd added, but the IK legs were a bit too in charge and I just kinda stopped improving that stuff as I was crunching on making assets. I should probably learn to use free assets a bit better so I can spend time on the more important things like gameplay and perhaps the main assets like the mech etc.

Really nice presentation, and certainly doesn't look like something that was made in such a short amount of time. However, I found the slow pace and exposition a bit over the top. Although you did a great job with the cutscenes, I'm just not a Kojima fan and tend to start mashing buttons if a cutscene or dialogue is going a bit long, and the forced camera angle was driving me mad, though it did look cool.

I actually enjoyed stomping and destroying the city, but I know I was meant to be protecting it from my mech chums who came to join in with the destruction :D

I didn't expect to see a point and click game in Mech Jam, but here you are! Loved the visual style and the laid back music, but I had a tough time trying to figure out what to do and was unable to finish. Maybe a little too cryptic for my taste, but damn nice work on the visuals and very original!

I'm glad I finally know how the tides of battle during WW1 would have been turned if one side had mechs! Nice presentation and plenty of baddies to mow down, so it was quite fun for the short duration it lasts. A bit more work on effects and this would have felt like an awesome power trip :D

One thing I would suggest for your next title is maybe to focus a bit more on the stage design if you have time, because this was a little samey everywhere, and then when I realised all I had to do was run forward at the start it was over disappointingly quickly.

This is really ambitious and I wanted to play it properly, but for some reason no enemy waves were ever spawned. I could climb on the mech and move around on and shoot etc. but no enemies ever appeared. I wandered around the stage a bit but couldn't find anything other than turrent installation points, but I didn't have enough ore to place anything. What did I miss?

I really liked the visual style of this (I also made a similar kind of game with cell shaded graphics, so I would!) and I liked how you made the mech feel clunky and handle sort of like you would expect a big old robot to handle. Putting out fires worked well, but it would have been nice if it were a little easier to find them, or a dash mode to get around the city a bit quicker.

I like the immersive cockpit view and it was great exploding a crowd of soldiers, but I didn't manage to get anywhere other than dead. It's just too difficult to avoid the enemy fire, and also seems to be impossible to take them down at a rate that makes their attacks less of a threat.

Probably should think about renaming it to TitanFallOW!t ;)

Loved the visuals! It's a bit hard though, and I was unable to beat that normal difficulty boss because he's just better than me :/

Some more hints to the health of the enemy you are hitting and perhaps their weak points breaking one by one would have made me feel like I was actually getting somewhere, and a little more juice on explosions and stuff would have gone a long way to improve the feel, but overall a really nice polished little game.

Lovely little game. Nice mechanics and well executed. Like many games in the jam, I was not very good at playing it, but I did at least figure it out well enough to begin to make progress :)

Pretty hard, but I liked the moody grainy aesthetic. I don't know if there was a break in enemy waves to do the upgrading, but I was quite unsuccessful in my quest to upgrade.

I left a comment on the game page instead of here, but basically it's a fun little game and I'm impressed by the amount of custom content you made during the jam. Could use a radar or something, but overall it was fun and I cleared it :D

Nice game! I'm impressed by the amount of content you were able to make. I finished the game and had fun, but I suggest adding a radar as the regular levels were quite large and it was difficult to find all the targets.

While the vulcan is a bit OP, it's more fun than the other weapons because of its power >:) By comparison, the mortar felt a bit underpowered for its fire rate, but maybe it just needed a bit more juice to sell it.

Thanks for the feedback.

Yeah, the camera needed more work, but I left it at near debug first implementation because I ran out of time.

Hope to check out Rocket Mechs when I'm back home in a few days.

Thanks so much. The mech kicked the rescue pods too at one point, but it got a bit frustrating :)

Looking forward to checking your and the other entries out in a few days.

Thanks for the comment.

Yeah, I feel you on the controls. I had ideas for how to improve them but ran out of time. Might have also been interesting to go the other way and make them purposefully clunkier, but fix the janky aspects.

I look forward to checking your entry when I'm back from vacation :)

This is lovely. Such simple and fun puzzles escalating nicely in challenge. Great job!

Nice concept with the vine climbing, but them dying made it a little frustrating for me. I think at the beginning at least they shouldn't die, as the timing to get across is a bit tight, which leads to repeatedly failing and frustration.

Wow, this reminds me of playing games like Indianapolis 500 on the PC back when I was a kid. When I look back on those times I would play games before getting a Sound Blaster and used the PC speaker I realise that I (and probably a lot of other kids) were slowly driving our parents completely insane.

Looks fun! Reminds me of the old school soccer games I loved as a kid. There was also a game called Speedball 2 which I was obsessed with, and since this is mechs I'm expecting some violence! :D

Are all kinds of mech on-theme, or do we need to make the humanoid anime inspired ones? Although I like the designs of Gundam etc. I'm much more excited to do something chunky and heavy like in MechWarrior etc.

Lovely. Controls feel good and the stage design is tricky without being too frustrating.

Nice idea. Quite easy to mess up the timing of luring the cat to the fish so I didn't finish it, but good job :)

Simple but it has a nice feel and is fun to play.

Yep, that's the one!

Thanks!

Short and sweet horror game. Actually way more unnerving and terrifying than I gave it credit for, and really captures that weird bleakness many older games had. The monster was worth running from too, and good job with the sound :)

Awesome! Reminds me of a game I used to play as a kid called Star Roads, but even harder. You really improved it over the test build version. It's a shame I'm not very good at it, as I was also enjoying the music and didn't get to listen for as long as I would have liked :D