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A jam submission

DEATH_TrAPView game page

Submitted by Sicklygoose7440 — 4 hours, 25 minutes before the deadline
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DEATH_TrAP's itch.io page

Judge feedback

Judge feedback is anonymous.

  • Your game was a nice interpretation of the theme, only allowing one system to be operational at a time, though I think that the implementation could be refined better to keep from feeling clunky, like adding code to allow for pre-holding buttons or overwriting commands when a new button is pushed instead of disallowing input altogether. The environment felt tense, though I think when you can put in the music you want to and refine the movement it will be even greater. Moving on to the Game Design Document, everything that I look for was there, except that the development timeline section should be changed. Honestly, what I look for there is what you referred to as the evolving design document, though if it. Think of the timeline section as a syllabus instead of a diary. All in all, great work!!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1Dm294TdLsUCmY0Mh3TD6_GLkDQ0J4H9O/edit?pli=1&tab=t.0

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarize your game!
Primary Mechanics
The player will have consistent control over themselves inside the mech, able to look around from their POV, while the mech is able to either move forward or backward, or turn, but not both at once. Additional systems that may or may not make it into the demo before the end of the jam include interior and exterior lights, weapons, and a speaker that lets you listen to what's happening outside your cockpit.
Adrift through space aboard the Intruder's Storm, you doze off in the seat of your Deisel-Electric Shock Troop Armor/Weapons Platform, or DESTrAP. The rest of the crew have taken to calling the one man mechs "Death Traps," but you feel safe in yours. You are roused from your slumber by a jolt and a loud crash, and awake to a storage bay without lights. Or people.

You reach forward and turn on your spot-lights to see the rest of your unit's equipment empty, much of it knocked over. As you attempt to move your mech forward, you hear the d/c hydraulic pump groan, but it doesn't have enough power to move the legs. You sigh, turn off your lights, and push forward on the stick. Sure enough, the pump whirs to life, and you hear and feel the legs propel you forward. Another reason for the "Death Trap" moniker, this is a common fault in DESTrAPs that suffer an impact to certain parts of the wiring harness, and you recognize the symptoms right away. Until you find a technician, you can use only one system of your mech at a time.
UI
Controls
Keyboard/Mouse X-Box style Controller
Move Forward/Back W/S Left Stick Up/Down
Turn Left/Right A/D Left Stick Left/Right
Interact E A
Fire Weapon Left Mouse Right Trigger
Exterior Light Bar Right Mouse Left Trigger
Interior Light TAB X
Look Mouse Right Stick
Menu Esc Menu

SFX
Sound effects were recorded in a local mechanic's shop on a weekend, and edited in DaVinci Resolve's Fairlight

Design
As of this writing, the assets in this game are fairly plain low poly 3D models generated and animated in Blender. Eventually, what we'd like to do is an art style somewhere between Borderlands and White Knuckle, but that's not set in stone

Inspiration
The working title for this game was jokingly "Five Nights Iron Lung-nought" until two days prior to the end of the game jam, because the largest similarities we noticed to other properties were to the original "Five Nights at Freddy's" games, "Iron Lung," and "Warhammer 40,000." None of this was intentional, but as we were piecing together the concept, we realized pretty quickly which franchises we were ripping off, at least if the game comes out the way we wanted it to.

Please explain how your game fits the theme.
You are only capable of using one system in the mech at a time making the ergonomics of the game more challenging.

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Comments

Submitted

Like where you're going with this. The game screen did not fit on my 1920x1080 and the environment was black. Not sure what was going on, but the GDD looks great and I'm a fan of mechs. Hope you try to sort the screen size, brightness and web export out so I can try it again later.

(1 edit) (+1)

Hey, thanks for the feedback on the gdd.  As far as the brightness goes, the mech's exterior lights are turned on while holding right click on your mouse, and interior lights are turned on with TAB.  Is this function not working for you?

Submitted (3 edits)

Ah yes, they worked, thanks! The screen size combined with the mouse grab may have meant i wasn't focusing the window at the time. 

If the screen size is reduced, the full screen button will be visible without having to scroll to the right.  Not sure how to resolve the mouse grab to make switching between the page and game easier.

I've made it to the INTERACT button, but E doesn't seem to work, am I doing something wrong?

(+1)

Might try a different door.  One of them is locked at the beginning, and I'm not sure we communicated that well.  There's a certain order things need to be done in, and admittedly clarifying objectives was sort of an afterthought.  I'll see if we can make an update for that, but the current objective should always be in the top left corner of the screen, it just doesn't do anything to grab your attention when it changes yet.