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A jam submission

KRANKENSTAGGERView game page

booster mecha action
Submitted by parchoux (@parchoux), insertartistnamehere, Artem (@luckyanddead) — 20 minutes, 49 seconds before the deadline
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KRANKENSTAGGER's itch.io page

Results

CriteriaRankScore*Raw Score
I would buy a longer/commercial version of this game#412.1443.263
I appreciate the game-feel (responsiveness of interactions)#582.5593.895
I appreciate the art/visual style#712.6984.105
I find this game's challenge/puzzles interesting or compelling#731.9372.947
Overall#772.3223.534
I appreciate the sound design and/or music#802.1443.263
I appreciate the mood/atmosphere#802.4213.684
This game was intuitive and self-explanatory#822.3523.579

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Jam Entry Confirmation
IGC Collabjam 2026

The Team
parchoux - modeling, animation, engineering

luckyanddead - vfx, tech art, engineering

insertarttistnamehere - sfx, music

Other Credits
icons - KenneyNL

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Comments

Submitted (2 edits) (+1)

Have you heard of the Robotech games? This game reminded me a lot of them! The retrofuturistic robots, the half-man-half-plane design of the mech, the giant booster rockets and tracking missiles, and most importantly, that sensation of feeling completely and totally lost for the first half and then getting it in the second half, haha!


I really like the parkour feeling of going off ramps and skating on walls, that feels great. And I like that you can rotate your camera around and strafe as you shoot. The controls are overall just very fluid and work really well. Just kinda fun to push buttons in this game, which is always good.


Actually getting to the boss enemy took significantly longer than killing it, I think because it's running forwards at all times even when you're playing around and testing the movement at the start of the game. Once you get ahead of the boss and skate backwards, it basically can't do damage to you at all and becomes just a hitbox to shoot at. I think it should maybe wait until you get within a certain distance before it starts moving so you don't get punished for trying out what the controls are, especially since these controls are more complex than most in the jam.

Submitted(+1)

The movement immediately felt very satisfying with the visual trail. I love the use of color and the general aesthetic.

The shooting felt a bit clunky, I wasn’t sure why you also had to hold right-click. At first I thought it was to keep your movement direction while aiming, but that wasn’t the case.

I also didn’t understand what the actual goal was, I just kept moving along the path and shooting what I thought were enemies (the flying “rockets”) and not hitting anything.

Then I fell off the map and restarted the game, and realized there’s this big enemey you’re supposed to follow and shoot :) So I shot off all the red armor, and then again wasn’t sure what I was supposed to do next. After another restart I finally noticed the indicators at the top for the enemy’s shields and health, and managed to kill it. I guess I would have realized this earlier if there was some visual feedback when the enemy takes health damage (like when you hit the armor).

But overall I think this is an interesting concept, and could easily be expanded with more boss phases, more powerups, and interesting level layouts.

Submitted(+1)

Its like a train robbery with ramps in the wild west in another dimension.

The player movement and physics feel good and the mech animation and vfx feel alive. The bullets being simulated gives it the final touch to feel like a simulator. A good foundation to add stuff like a target lead indicator, which would fit the theme.

Once you get it, it's to easy. The target could have guns like flaks on airplane carrier, which lead shoot you, so you have to change course regulary. This gives good scalable difficulty.

There may be some control hiccups, pitfalls, too loud enemies and imbalances like reloading time, but overall this is a very good execution for a complex project like this for the jam.

The coloring, mech model, music, fx and action fit very well together and give a smooth experience.

(+1)

Seeeeee, I told you you would like that one! 

Submitted(+1)

it took me a while to realize the arrow was representing the shift key, I feel like you need to reload too often or you need something else to do (like firing another weapon), also the aiming doesn't quite feel right bc you're moving constantly, I needed to aim in front of what I wanted to hit, destroying the enemy in several steps feels great as you get explosion after explosion but the last step is too long, too bad there was not a weak point only reachable from the top so that the jump pads are actually useful

(+1)

The gameplay felt soo smoth! It took me a hot minute to figure out I could shoot those enemies, and I only saw the big ship when I died and restarted. From the screenshots I can see that the little gun symbol was supposed to be below those two bars on the left, for me it was shown behind them. 

I can only repeat what others have said before, but I have to add: Loved the Atmosphere! I really liked the colours and the visuals, and the music just fit perfectly! (Reminded me of "Running One" and other Songs from the Soundtrack of the german movie "Lola rennt)  I also liked the sound effects. Somehow I felt like my little machine was rollerblading.. 

Host(+1)

Very cool. Feels like it could be part of a larger mech-themed Shadow of the Colossus style boss rush kind of game. Took a little while to work out you could attack the thing you were tailing. A version which played around with rope slack/snagging physics would be fun to try out

Submitted(+1)

This was a cool idea, and the mech felt pretty awesome to control. The movement was probably my favorite part, which is why I kind of wanted the game to use it more. The ramps were fun, but I wish hitting the triangle ramps from the side launched me too instead of just sending me up and back down.

The gun cooldown was the part that felt a little off to me. I wanted to feel more powerful in the mech, but I spent a lot of time waiting for the gun to recharge. I think it would be more fun if I could shoot longer, or if the fight had more reasons to stop shooting and move around, like dodging, jumping, swinging around to the other side, using ramps, stuff like that. The movement is one of the strongest parts, so I wanted more excuses to use it.

A few things got a little rough too. The small enemy bots were hard for me to see, and sometimes looked like they disappeared. The boss hit flash was helpful, but near the end I stopped seeing it, so I wasn’t totally sure if I was still doing damage. I also ran off the edge a few times and eventually got stuck falling, and I couldn’t find a restart/pause/settings menu.

The sound was probably the roughest part for me. When I dodged the mines, they followed me and I got stuck with their sound, and when the little bots were shooting fast it got pretty loud.

Overall I liked the mech and the core idea, I just wanted a little more structure and more reasons to use the movement, because that felt like the fun part.

Submitted(+2)

The mech here is super sick! Quite a polished player controller i would say, the Model, Animations and VFX really distinguish it. Got reminded or Armored Core a lot.

It took me quite long to understand  what the objective of the game was at fist since controlling the mech was such a fun time that i lost track of the moving boss and the bar had me confused. For a while my thought went "Is the game just controlling the mech? There must be some combat to it" It was only after i reset and kept boosting to accompany the boss that the gameplay really got to me. I would say its fun but quite repetitive and simple since the boss seems to just walk and throw the same minions at you constantly, i had more fun trying to figure out if there were surf mechanics and piloting the mech trough the ramps and platforms than actually killing the boss. Again i'd reinforce the mech controls and plays very well, i think a more arena level design approach (as in objetives and more static like a tower with defenses that shoot at you) would be a more suitable introcution to the mech controls and then having moving bosses as a more advanced level would fit the onboarding better. But anyway super cool game good job !

Submitted(+2)

Really cool concept and idea, but I didn't really feel in danger at any point, and by the end, it was just a matter of shooting and waiting, then shooting again, but I like the general vibe, just wanted more feel in everything

Submitted(+2)

There were a lot of decisions I appreciated in this; projectiles not being hitscan, the thruster gradient, the overall color tones.  Cool models as well!

I did feel I was able to cheese it by just staying on the left, but perhaps that was intentional given the amount of enemies toward the latter half.