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A jam submission

Zeroed OneView game page

The casino slot machine changes LITERALY everything on the mech gladiator arena!
Submitted by Addictive Forge — 1 hour, 53 minutes before the deadline
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Zeroed One's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#184.0624.062
Audio#333.0003.000
Overall#353.2503.250
Originality#373.3123.312
Fun Factor#472.5622.562

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Is your entry a video game or a physical game?
Video game.

Was your game made solo or in a team?
By 2 people. I'm programmer, and my friend is designer.

Did you use any third party assets, if yes what assets did you use?
Music tracks in description (use is permitted with reference to the author), Comic Explosion Effect, Free Stylized Smoke Effects Pack, Toon Muzzleflash Pack

Did you choose from one (or more) of the optional secondary themes?
N-no? We didn't.

Does your game contain any 18+ content?
1 music track with explicit language.

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Comments

(1 edit) (+1)

Wow mecha game with casino mechanics, an interesting idea and graphics looks cool, it requires a little refinement and balance, so I will wait for the release.

Submitted(+1)

Fun and fresh concept!

I really dig the slot-machine mechanic, It adds that randomness factor that makes every playthrough feel a bit different (kinda like a rogue-like). The presentation is cool overall, the graphics are nicely done.

What I think could be much better is the camera, player feedback and balance overall. The camera angle felt kinda awkward, and the enemies felt very powerful and spongy, while the gun had only 6 bullets and a kinda long reload time. The feedback is little to none, so I didn't have any idea if I was actually doing things I was supposed to be doing, like when getting hit, reloading or hitting an enemy.

With enough polish it could be great! Keep going! ^^

Submitted(+1)

Nice graphics and audio! 

I think what held me back personally from enjoying the game to its fullest was the gun play, the movement, and the camera angle. The gun had a ridiculously low amount of ammo and took forever to reload. While waiting to reload, I had to dodge enemies - and movement didn't feel very fluid and lacked a jump button (at least I wasn't able to figure it out while playing) - which could have added greatly to survivability. The camera angle was off-putting to me as it was constantly above the character - my thought was to give better view to shoot enemies - however, it was hard to orient the mech's positioning and I kept running into objects.

Developer (1 edit) (+1)

Zeroed One V0.1.2 (18:16 12.08.2025):

  • Fixed camera rotation – it’s no longer static and now follows the point where the projectile will fly, ignoring distance for smoother camera movement.
  • Reduced the duration of the inverted controls effect from 30 seconds to 5.
  • Fixed the revolver firing effect, which caused the muzzle flash to be tilted by -90 degrees on the X axis.
  • Added a sensitivity slider.
  • The Bloom toggle now has a more obvious ON position.
  • Reduced negative slot machine effects related to player fire rate and movement speed.
  • Increased the positive effect of movement speed for the player.
  • Fixed a bug where the Shooting Enemy could shoot through walls when pressed against them.
  • Added a dynamic explosion radius sprite.
  • Fixed the damage calculation formula for the player’s rocket launcher.
  • Fixed floating enemy spawn points. 
  • Added web build

    I will try to fix the bug with "Artillery" enemy as soon as possible.
Submitted(+1)

I really liked this. It's quite a challenging game, but I like a good challenge.

The variety of enemy mechs is great, their AI is quite simple, but thanks to the different ways they behave it helps to keep you on your toes. Also love the designs, it's easy to distinguish between each different type of enemy.

As others have said, the vertical aiming feels quite awkward due to it not being tracked by the camera, and it was hard to tell if I was being hit or not as your health is only shown by a small UI piece of text that's up in the corner. Would be nice to either have some hit effects or just a nice big easily visible health bar.

Also, I really didn't like the slot machine mechanic. Most of the effects are so minor that you barely notice a difference, the exception being the reverse inputs effect, which is basically a run-ender, as it goes on for sooooooooo long. In the end, I just stopped using the mechanic, as the negatives far outweighed the positives.

Oh, and last thing, the movement is great, I love the dash. Only thing I would add is a jump, as there were a few times that I got stuck trying to move over geometry.

Overall though, this was great, Well done!

Developer(+1)

Thanks for the game and the nice feedback!

I’ve slightly adjusted vertical aiming. Now the camera looks at the point where the player is aiming, there’s a beam showing the shooting direction, and both the crosshair and hit marker have been increased in size.

I’ve also made a few more changes in this small new update, including reducing the duration of the inverted controls effect.

During the jam, we only managed to implement a small number of effects, but I originally planned for them to be more impactful and affect the mechanics rather than just tweak numerical stats. These effects are still placeholders for now.

Going forward, we’ll release updates a bit less frequently but with more meaningful content.

Right now, I’m focusing on fixing critically important aspects of the game, including issues with the AI of enemies that shoot in an arc.

On my TODO list, I also have adding a jump and adding hit indication. They were planned, but there simply wasn’t enough time for them :(

Submitted(+1)

beeing submerged by 21 bullets what a pleasure

Developer

hehe >:)

Submitted(+1)

A nice little arena shooter with random up (and down) grades.

The visuals especially were super nice. I totally dig that player mech design.

The thing which bothered me the most were the controls and the lack of hit-indication. I don't know if it's my laptop, but the movement was really slow. Aiming however was way to sensitive. But once I got a hang of it, I kinda got through it. Regarding the hit-indication: I only ever saw: Better luck next time XD

But coming up with a 3D game in a Jam is rather difficult IMO. So congrats for this! 

Developer(+1)

Thank you very much for the game and kind words, we are very glad that our work is appreciated ^^

I should have added at least a sensitivity adjustment slider, but I didn't have time before the deadline. I will try to solve the control problem as soon as possible. Perhaps in the next couple of days I will add a web version along with it.

Host

I know you caught the stream so you got to hear most of my feedback. One thing I definitely have to applaud you on though is how brilliant the different mech designs are, they're really awesome.

Developer

Thank you for appreciating our project, and for such a wonderful game jam, this is our first jam with my friend and the experience was pleasant.

Submitted(+1)

Very ambitious game! You crammed an impressive amount of features into this.

The most glaring issue with the game is the weird aiming system. I think it would work way better if you added a laser showing the players aim (or just use a traditional 3rd person camera)

The slot machine system is interesting, but I think it would be better if it triggered automatically. I found myself just avoiding it altogether since it felt like I didn’t need any of the upgrades and it wasn’t worth the risk of the negatives. I kinda like the idea of having it run on its own though, like periodically dealing upgrades or downgrades as I’m in the middle of combat

I really struggled with the camera, but overall it was pretty fun

Developer

Thanks a lot for testing :) I will definitely change the aiming system — to be honest, I had no prior experience with third-person view, but I wanted to try it since in this case the character would be on screen most of the time.

We debated whether the slot machine should spin on a timer or by pressing a button, and decided it would be interesting to see what players think about this mechanic. You’re not the only one who ignored it — it kind of turned into an alternative way to play.

(+1)

ULTRAKILL REFERENCE????

Developer

Lol  I don’t know if it’s a coincidence, but there’s something to it.

Developer(+1)

Zeroed One V0.1.1 (21:08 07.08.2025):

  • Fixed a critical bug in the game-ending check, which prevented the final wave from starting.

  • Fixed incorrect damage calculation for ArtilleryEnemy and adjusted its stats.

  • Shooting Enemy now slowly moves toward the player if it doesn’t see them or if they are too far away to shoot.

  • If the player has at least one token, a blinking message appears with the correct key to use the slot machine.

  • Tweaked the stats of the exploding enemy.

Submitted(+1)

Really awesome mech designs and enemy designs! I really liked the aiming system but it could benefit from a batter camera system. But other than that it was really good!

Developer

Thank you so much! We’ll definitely fix the aiming — it’s our number one priority for the next update.

Submitted(+1)

Cool arena style shooter, i dig the mechs and enemy designs, and the song you used is pretty nice as well.

Gameplay’s a bit odd though, the aiming feels a bit weird with the vertical aim not following the camera, and the bullets don’t always seem to go where the yellow circle is pointed, the fact that you can die quite quickly did not help as well :/

Now other than that there are some very good points, i like the regenerating shield system you have on top of your health, the dash move is good, and i like the overall presentation.

Solid effort regardless, good job guys :)

Developer(+1)

Thanks for testing! We’ll definitely finish the game and bring it to release, and right now we’re changing the aiming system. I had no prior experience with this camera perspective, so I had to improvise. I’ll also make the crosshair more noticeable — many players pointed out that it’s too small and blends in with the ground.

Submitted(+1)

No problem 3D and 3rd person cameras can be hard to implement especially on short time ^^