also i like the frogs :)
Wrygondryn
Creator of
Recent community posts
really enjoyed this, could stick on this for hours if the balancing was refined a little bit more!
at some point a reached a stage where my fabricator was only giving me end-cap circuit pieces and buildings, so i couldn't reach any of the crates, and so couldn't generate enough power to afford placing buildings and got overrun.
also, on occasion i got a little confused as to which grid cell the frogs were on as well, when there were many on screen.
regardless, there's a great depth to this for a jam game, and the spritework/animations are very nice. appreciate the tutorial and little QoL things as well. fantastic work!
rly clean animations even with limited spritework, great feedback for the punches, music fits the pace. simple and well designed mechanic, with some nice enemy variety. i like the touch of the enemies swarming and breaking you apart when you're defeated.
a mobility option could be nice? Or even just an indicator for where the enemies spawn on a new wave -- i found myself getting trapped by spawns with no power sometimes when during later waves, but maybe thats just a skill issue lol
great work!
art for this is badass, i fw it heavy
it's not the easiest thing to pull off but i liked being able to bounce between enemies; like do a drop kick, and flip around with the momentum of the bounce to land another. i like the momentum/acceleration manipulation but would be nice if the controls were a little less slippy (at least rotationally) and maybe the hitboxes a little more generous. i saw in ur other reply that the movement broke last minute tho so fair enough lol, can relate to that haha
what a polite fellow maybe he's just misunderstood :)
(yeah we noticed right after the deadline haha -- tough. But in case you're still interested in what the game was supposed to be like, I've uploaded a bugfixed version here: https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes)
Unfortunately some gamebreaking bugs snuck their way in right at the tail end of the jam :(
If you're still interested in the proper full experience, I should've squashed those bugs now and you can check out a fixed version here: https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes
Also uploaded a 32-bit version and a web browser version there, in case for whatever reason you're not on Windows x64!
Unfortunately this version is pretty broken, some gamebreaking bugs snuck their way in right at the end of the jam. I cleaned up the bugs and uploaded a working version you can check out here!
https://wrygondryn.itch.io/mechazorg-cable-duty-postjam-bugfixes
Thanks! I've just made a basic walkthrough of the first level to help anyone who got stuck if it helps as all (we should've had a better in-game tutorial, but ran out of time for it). And yeah u right, we really could've done with some sfx and music - we had some music in the making but couldn't pull off anything that fit before the deadline. Maybe we'll figure something out if we ever make an update to the game :)
Thank you! And yeah, all those - music, tutorial, sfx - we intended on having those but just ran out of time lol. We had a few attempts with music but ended up at the deadline not having anything that fit the tone of the game. As for a tutorial (or rather, lack thereof), there are controls on the Pause menu if that's any help lol. The first level was also sorta supposed to get you used to figuring out the mechanics implicitly, but yeah I think we could've done with a slower approach, or more prompts. Might've thrown ya a bit too quickly into the deep end lol.
Thanks for the feedback, and thanks for checking out our game! :)