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A jam submission

MechannibalView game page

Submitted by pdil — 8 hours, 3 minutes before the deadline
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Mechannibal's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#5573.0003.000
Overall#7262.4622.462
Fun#7612.1542.154
Presentation#7952.2312.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Preferred Name
paco

Newbie?

Experienced

Nope - I've completed at least one game jam before.

How does your game fit the theme?
I didn't convey it... at all... in the game but you're starting on a seemingly impossible journey so just have to get started. Personally, none of my projects have been had 3d humanoid animated character so that was a loooooot of work (and why I failed so hard on the art), but I just had to get started.

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Comments

Submitted

The idea to sacrifice limbs is really cool, but would be nice to have a way to get them back somehow. I couldnt quite figue out how to progress but I like the idea! Good work!

Developer(+1)

Thanks for playing! I originally wanted to find other parts along the way so it would be possible to get a replacement but that turned out to be way out of scope. Also not conveyed well, or at all, is that it’s a rogue-light where the world (kind of) persists, there are two columns that can be destroyed to create shortcuts for following runs. There was supposed to be a lot of banter with the recycler unit, as well as some actual visuals, to hint at these but I also didn’t manage to get to them.

Submitted

This game has a really fun concept, you did a pretty good job with conveying what to do in a short amount of time, and I really loved that instead of flat out dying, you can sacrifice your own limbs to continue, a lot of potential here.

Developer

I really appreciate the support, I really didn’t think people would see anything at all. Hopefully I can deliver on some of this in the near future.

Submitted

I liked the concept a lot, especially the part you can lose functionality to keep playing. I didn't think the art was bad at all - don't call it a failure. I like how you can unlock "shortcuts" the further down you go, however I do think that choosing which functionality to lose is a bit difficult as all parts seem kind of necessary to continue sometimes. Maybe having more "junk" to eat scattered about could have been beneficial? Softlocking seems pretty common, so having a reset keybind would have been nice (though exiting to the menu is essentially the same thing). Overall I thought you did a nice job

Developer

Thanks for playing and the feedback. Originally I wanted to have map that you could annotate the persisted between runs so you could more easily plan out what abilities you lost. For clarity, soft-locking is when you can’t progress and are basically stuck because you lost the ability to progress, as well as go back, right? I wanted to have a feeling of impending doom, and a conversation with the recycler about being stuck and the feelings of futility but obviously didn’t get any of that in so yeah, it just feels broken. I really should have added a reset when I realized all that wasn’t happening.

I had a lot of ideas that I didn’t get a chance to try at all, like leaving junk at the your final position for the next run, occasionally finding upgraded new limbs. In short, yes, I definitely needed to add some more junk, esp in the absence of the other mechanics. Hopefully I can get a few of these ideas in the coming weeks, thanks for the encouragement!

Submitted

Ohh leaving junk at the final position and mapping out the run would probably solve the issues I had. The main time I felt the need to reset is when I accidentally fell into the holes below the gantry, so maybe just a way to escape that would be nice (It's still very punishing to lose all the energy getting out)

Interesting concept. Enjoyed playing!

Submitted

I liked the idea of cannibalizing parts for energy.haha. very unique

Developer

Thanks for playing, I’m glad you like the concept, I’ve been wanting to do something gruesome-not-gruesome, hopefully I actually update it to hit the target closer.

Very interesting premise with the cannibalization mechanic! Could see this becoming even better with more content. Keep up the good work!

Developer

Thanks for the kind words! Yeah, there is a looooot that I wanted to get in but wasn’t able to. This jam in particular I felt like I didn’t even come close to what I wanted so hopefully I get some updates in the next few weeks.

Submitted

very creative art and character! it felt super unique! i couldn't really figure out how to progress because i wasn't sure what parts i would need in the future and what i had to hold on to

Developer(+1)

Thanks for playing! There are two locations you can blast to make a shortcut to get farther on the next run. I fell really short of what I intended, I wanted a map you could add markers to help plan out your path but time was not on my side.

Submitted

Ohhh yeah totally! I think a map would be cool. I can see how the markers would help turn it into more of a trial and error type deal. Sounds like it would be a good time!

Submitted

hey! just played and here are my thoughts

overall ill give it to you its a very goofy fun game, which could excuse some of the issues like walking out of bounds or the weird detection for gantry climbing. if this is your first ever game be proud of yourself for getting this done in a week!
sadly I couldn't rate this very high in fun because... well, its not that fun after a minute or two. unless you do the perfect movements youre going to die very quick, and even then i had to sacrifice an arm or leg. There wasnt enough energy materials to make it rewarding when I did stuff right and since there also wasnt a restart button or how to play I struggled getting into the roguelite aspect of it (that is, going to get started again and do it better each time)
overall tho be proud of yourself, its good for a first project :)))

next time maybe just find a free asset if you MUST do it in a 3D setting, its better when doing game dev to focus on the mechanics and gameplay first before presentation