Well done! You managed to make the player feel really big and heavy, and the music was spot on for pummeling huge kaijus! I think having impact VFX and some hitstops when attacks land would give the punches more feedback, as well as something to indicate when the player gets hit too. Overall, great work!
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EARTH DEFENDER HERCULION's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #16 | 3.385 | 3.385 |
| Visuals | #18 | 3.692 | 3.692 |
| Originality | #28 | 3.385 | 3.385 |
| Overall | #31 | 3.154 | 3.154 |
| Fun Factor | #37 | 2.538 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
Team of 3
Did you use any third party assets?
some monster animation from Mixamo, font, and 1 ambient | credited in main menu
Did you choose from one (or more) optional secondary themes?
no
Does your game contain any 18+ content?
no
Comments
The idea is enticing, and it looks and sound great! The gameplay when in close combat is a bit confusing as is though: maybe tranparent spheres to show where you do damage when punching and when the ennemy punches would help? FPS is immersive but ambitious, maybe for punching TPS is better?
Thank you for the feedback! The UX part was the last to be thought of, since we didn't really have time to do it.
Our goal was to test the idea of an FPS mech brawler game idea for a future project, and since there are already a lot of TPS mech games, we want to look into how to make our game different from the rest as well so we are testing the FPS mech with immersive feeling// Well... working on this alone as a dev, I find it easier to work on the FPS in terms of animating and gameplay lmao but TPS is not out of the question but we'll have to test/research it further later. Thanks again!
Mechs punching each other instead of shooting rockets and lasers was a cool twist on mech combat. I mangaged to save the city on my 3rd try after figuring out that the best strategy is to just back away until the lobster mech gives you an opening and then charge him with a double punch.
I think the game needs more feedback for when you do damage or block an attack because it was hard to tell if my hits were landing. I had to turn the camera up to look at the enemy health bar to see if my attacks did anything. A hit marker or something would have improved the feel of the combat
The mechs looked cool and the music was great.
Overall a solid entry. Great job!
Cool tokkusatsu Fps brawler !
I like the Mech design in this, it really looks like some kind of megazord out of a power rangers episode :D
The sense of scale is pretty rad as well with the whole city block being your arena, the game also hase some good feedback on the movement with the camera movement and all, this feels like it could almost have an adaptation for VR as well :p
The controls themselves are fine, i could figure out how to throw punches and block, but i could not really understand the range of the attacks :/ it was like my punches either didn’t do much or they missed, that’s about the only issue i’ve had when trying this.
Other than that it’s a cool concept and i could see a fuller version with battles against different kaijus and more maps.
Congrats to you all :)
Thank you for the feedback, and glad to find a tokkusatsu fan here too!
I'm ashamed of the lack of UX in this, lol, the punching is supposed to feel better than this, as I had planned for each part of the bone to be reactive when punched, and other parts of the game as well, but well... no time hahaha
You did a great job with the sense of scale-- the animations are slow and weighty in the vein of Pacific Rim. I would have loved more feedback on my hits, I wasn't really sure when I was hitting or missing-- some additional sfx, vfx, screenshake would go a long way. The way the health bar is displayed makes it hard to read if you've done damage as well. Nice job!
edit: btw I love the GM-ish mech design! It's very eyecatching in the thumbnail.
Glad that you like it! The juices/UX/feedback on the hits and the HP were implemented on the last day, so a lot was missing, like really a lot lmao. I was like... I want to call it a day and finish the jam asap lol.
Yep, the mech was actually designed to be a GM-like(GM+Gaia Gear+I-Gram+Patlabor) replacement for our current Gundam-inspired game, and it is supposed to be a temporary model, but we couldn't design and model a new mech in time, but at least we got the kaiju done.
Really enjoyed the environment and the mech designs, although I did find it a bit difficult. Great work!!







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