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A jam submission

Mecha Team Maverick 2View game page

Topdown 3D Mech Action
Submitted by PixelMetalWolf — 5 days, 29 minutes before the deadline
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Mecha Team Maverick 2's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#53.7593.759
Overall#63.7593.759
Audio#113.5173.517
Visuals#323.3103.310
Originality#412.9662.966

Ranked from 29 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?
solo

Did you use any third party assets?
just the jam's logo

Did you choose from one (or more) optional secondary themes?
no optional theme

Does your game contain any 18+ content?
no

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+1)

This is really well done! I'm seriously impressed with how much you were able to get done overall solo in the time frame.
I especially like the mech designs and the music is very fitting. Very easy game to just pick up and play, if you ever decide to continue this I'd love to see where you go with it :D

Developer

Thanks a lot for giving my game a shot DevNimm :)

Well i do have a bit more jam experience by now so i have a few workflows in place that do help gain a bit of time to make more stuff (even if there’s only so much i can do solo in 2 weeks still :p)

Very happy that you liked the mech designs, i always try to aim for the old gritty “used future” type of look for my sci fi games ^^ although here to be honest the design here is just a low poly take on the models i made in the first MTM game for the pre renders (though it was fun to rebuild them from scratch and see how accurately i could fit the form with fewer polys)

I always try to make my games on the easier side difficulty wise(i’ll admit sometimes a bit too easy), mostly because i want to sorta have the vibe, look and feel of some retro games that i loved back in the day that inspired me, but without the insane difficulty some of these sometimes had, because they had older/different design philosofies, and sometimes weird unweildy control schemes because they came out at times where some standards weren’t yet established on that front.

Well i’ll have to see the time that i’ll have post jam in between work days if i can expand this into a fuller experience or not, so i can’t promise anything sorry :/

But i’m really happy that you show interest in my game and what a fuller version could be, thank you very much :)

Submitted(+1)

Well done!  This was one of the entries I really had fun with.  Great work building a pipeline to get so many weapons and characters implemented.  And having just one weapon at a time + other support systems made it easy to pick up, and contrasted the weapons against eachother well.  The AOE ones like mini rockets and mortars felt deadly!  Also, a really good amount of content for a jam.  I really liked stomping across these big desolate landscapes looking for your objectives and taking fire.  Had a bit of that Mechwarrior 2 vibe.  Great work.

Developer

Thanks a lot for your kind words space_craft i’m glad you’ve enjoyed my game :D

Having found a workflow over the years to have quick itteration sure helped a lot, still i wish i could have added just a bit more variety to make this feel a bit more like the sequel i wished it to be, but yeah 2 weeks fly by very quickly.

When i made the first MTM, i couldn’t manage to implement good juicy feedback for impacts and explosions in the jam build, and added all this later in post. This time i made sure to have the weapons explosions and all feel really punchy from the get go with proper screenshake and that little flash effect (wich funnily enough i just learned how to make recently in a previous jam XD) and to be honest you could even say they ended up a tad OP :p

Really happy that you liked the support systems as well ! I felt like the drone could add a bit of needed support for the characters with either a weak starting weapon or very innacurate spray and pray starter weapons and it also helps a bit with shooting enemy drones, the shield i felt added a bit of an extra layer of temporary protection since i wanted to keep the “no repair pickups” element from the first game.

Haha yeah i can’t deny it even if some have different perspectives, my mech games defenitively take some inspiration from MechWarrior 2 so i’m glad if you thought the vibe shined through ^^ I also wanted these barren type of maps to sort of convey story wise how the Corpo Conglomerates would just leave all these planets as empty wastelands of industrial ruins once they can’t extract eny more resource out of it, or in this game’s particular case, rarely use said ruins on occasion as the perfect unsuspecting front for secret weapon manufacturing facilities.

Submitted(+1)

It's amazing that you managed to put in so many weapons (Mortar's my favorite) and playable characters!

The levels are decently sized, not too big nor too small, and there's even a boss fight, very nice.

Oh, and the music are great as well.

Developer(+1)

Thanks for playing ! Glad you’ve enjoyed it ^^

I wanted to have at least as many characters and weapons as the 1st one i made, the goal was to have more if i could but i could only manage one extra weapon :( but i’m happy you liked the variety on offer here XD

Levels are a bit of a compromise though i’ve had navmesh issues which impacted level design a bit more than i would have wanted but i’ll try to do better as i learn more, still glad you liked them and thought they were a good size :p I wanted to have at least a simple boss and i’m glad i took the extra time to make it cause people really seem to like it so far, plus i thought it’s always a nice feeling when you can have players feel some completion with a little boss + ending :D

Also happy that you liked the music, though i’ll admit i think i’ve done better :p

Submitted(+1)

the visuals took me completely, loved them, game play took me back to my favorite bullet hell games and UI and menus were AMAZING, truly amazing what someone can do in 2 weeks @~@

Developer

Thanks for givig my game a go Mosu i’m glad you liked it that much :D

Well i’ve done a few jams since i started ^^ so i know a bit more about the engine and how to do certain stuff compared to when i started, so i’ve managed to learn how to make some quick menu stuff over the years not sure they deserve to be called amazing but thanks a lot i’m glad you apreciate the effort put into them :)

Submitted(+1)

The mech design and movement were great. I loved the combination of different weapons, mortar was my favorite though. Having a character selection screen was a nice addition. The mini map helped me out a lot.  The boss had an awesome design as well as moveset. Excellent work on this. I can see a lot of work went into it. 

Developer

Thanks a lot !

I’m glad you apreciate all the effort that i put into my game :D

The multiple characters and loadout are a bit of a staple of my games and here since it’s a sequel i also wanted to ensure continuity by having at least all of the original roster return ^^

Haha well you might be the first so far to prefer the mortar over the mini rockets but that’s exactly why i try to make a lot of weapon variety so that everyone can have their favorite XD, the minimap isn’t the most usefull as of now but i’m glad to hear it still managed to help you finding objectives, i’ve worked on improvements from feedback though so stay tuned for whenever i can publish.

Glad you’ve also liked the boss design and patterns, it is still quite experimental cause this is only the 2nd time i’ve made such a boss with a bit more complex pattern coding :p

Submitted (1 edit) (+1)

What a game! The sound and visuals are so 90s/2000s-game inspired, and tbh, I loved it. The only downside was that I had to walk a lot across the map before reaching any mechas to fight. Despite that, it was fun and I enjoyed playing it.

Good job and Gl!!

Developer(+1)

Thanks for giving my entry a go.

This era was what i grew up with, and most of the games i loved that inspired me come from here. So i always try to have my games feel authentic to these inspirations (with hopefully more modern QOL elements for a smoother experience :p) so i’m really glad you liked the sound and visuals ^^

Yeah the level design isn’t really my forte and i’ve ran into a lot of issues this time around when making levels, but i’m working to improve that as best as i can.

Submitted(+1)

Yaay, I beat the boss, he indeed was chillin. I love the textures you put on the meshes, they look very retro! Don’t know about other browsers, but the gun sounds and explosion sounds sounded quite distorted / choppy on my browser. But that was the only gripe I had. I also loved that you could choose your character, although it didn’t seem very logical to me that some were more armor-handicapped than tohers, without showing that the low-armor characters had other advantages, like speed or power.

All in all, good work for this polished game!

Developer(+1)

Thanks for giving my game a try !

Yeah most of the boss’s adjustments were done a bit last minute so i didn’t get to fintune him properly and give him a more elaborate pattern, glad you liked the texturework though :D

The sound thing for the web build is a bit random, for quite some time with Godot web builds i’ve had games where sound was fine and others where sound got inexplicably choppy and i never could figure out what causded this so i’m not sure i know how to fix this sorry :/

The thing about the characters is that they kinda act like a difficulty system of sorts, where some low armor weak starter weapon ones will provide a bit more challenge than higher armored and more powerful starter weapon equipped ones, but for this sequel this got a bit more dilited since i’ve changed the health system from a number of hits to a more hp pool type of system, since you couldn’t fully avoid bullet patterns like in the first one i made :)

Submitted(+1)

Very good effort for a jam game. The third level was the hardest and the easiest level was the boss level, he was just chillin. I liked the retro game aesthetics and the soundtrack.

Developer

Thanks for givig my game a shot !

Glad you liked the aesthetics :)

Submitted(+1)

I remember your game from 2 years ago, I am still a fan ^^

This 90s 3d goodness with gouraud and gritty textures is definitely my thing ^^

I played to completion with pleasure! I have 2 constructive comments though:

-camera should be more zoomed out and the view port square : when I was moving around ennemies, it felt very strange when aiming up or down, I felt I couldn't see far enough.

- ennemy behavior: there could be an incentive to target ennemies tactically and plays 'hide n seek': imagine if you hit an ennemy firt, it could be stunned and not fire back? that would give an incentive to surprise them.

Extra points for finishing this game by a satisfying boss battle ^^

Developer(+1)

Hey trabitboy thanks a lot for giving my game a shot ! always nice crossing fellow past edition jammers in the comments XD

Yeah i live by the old PSX grit even if i went for a more filtered look this time around like this would be a fancy DgVodoo pc game of old :p

I wasn’t sure how far to pull the camera for this sequel cause ive tested a few things and i gotta say full 3D for this type of angle is a challenge cause of how much the perspective can warp the image, so it ended up like this cause i wanted to have at least the same height view the 1st game did, but you’re not wrong a bit more peripheral vision wouldn’t hurt. I’ll see if i get more time post jam to adjust this and play around with the camera fov to avoid strange awkward view angles.

Now the aiming itself is somewhat a bit bugged in the jam build because of an oversight i didn’t catch in time, basically the system i made which takes the mech’s height from where it’s own position is… isn’t placed at the right height… -_- so the main weapons are a bit off from the crosshair, funnily enough the drone powerup doesn’t have this issue so its machinegun will pretty much hit anything dead center.

Couldn’t agree more about your suggestion for better enemy ai variety, sadly i’m still learning and i don’t know yet how to make better / more elaborate behaviors at the moment, the best i tried for this jam as an experiment is the drone ai that circle around the player ^^’ but hopefully i’ll be able to do better stuff eventually !

Glad you liked the game despite the many issues it has, and yup i would have loved to do more but i just had to have at least one bossfight to make the experience feel a bit more satisfying / complete for any players who had the patience to go through all the levels :D

Submitted(+1)

This was a cool entry, the aesthetics were very retro and I liked the variation in all the different weapon types.

I may just be a stranger to this style of to down shooter though because it felt odd to me having my projectiles go to where I'm pointing rather than just the direction my cursor is facing. In the same vein, it was annoying when I couldn't switch to a previous weapon after picking up a new one. Some of them like the vulcan or flak just didn't feel good to me and I consciously avoided them.

On every other front though, I enjoyed playing this!

The music was nice and energetic, the sound effects were good, the artstyle I loved, the environments I thought were good, and I really liked the minimap. It all came together to feel like a nice Mech PS1 experience!

Excellent work!

Developer(+1)

Thanks for giving my game a shot Enygmatic !

I’m glad you liked the aesthetics ^^

Well weapons don’t have convergence so they’re supposed to shoot right at the crosshair with just the mech’s width between the guns as a slight offset. And i say supposed cause when i prepped a small patch to be ready for post jam, i also fixed an issue i didn’t catch in time before publishing the jam build : the aiming system i made is a bit off from the mech’s height which results in the main weapons landing a bit before the crosshair. So that could also be why the shooting feels a bit more awkward than it’s supposed to sorry :(

Admittedly, the music in this one isn’t my best work to be honest but i’m glad you’ve liked it regardless, and the Ps1 grit is always the kinda retro vibe i aim for when making 3D games, in particular here i was inspired by Future Cop LAPD for the Ps1 which had a similar ish perspective, though here i wanted to have my game look a bit like PC port of sorts of games from that era with the texture filtering and dynamic lighting :D

Submitted(+1)

I had a  lot of fun! I was wowed by the amount of player options for a 2 week and some change jam.  I really enjoyed the amount of choice available here.  The mini map was great, although for level 2 I'd either hope for a smaller map with more enemies or indicators showing where they were since I spent a lot of time just wandering on that level.  I'm also team mini rocket lmao,  the soundtrack was great and I loved the enemy variety. I didn't grow up with this flavor of title but I can tell where you draw inspiration from and how much  love was put into it. Great job! :)

Developer

Thanks for playing Blorpware !

Well my minimum set goal was to have at least all the cast from the first game available here so i’m glad you’ve liked the variety on offer ^^

Yeah level 2 had lots of issues most notably navmesh problem and performance so that’s why it ended as underwhelming as it did :/ The minimap issue has been noted since i had lots of feedback suggesting to adjust it, i’ve already got a patched version ready i just can’t release it during the jam so that’ll be for later.

Haha well the Vulkan was everybody’s favorite in the first one and now i guess Mini Rockets are gonna be for this one (can’t blame you they ended up so much more OP than i intended :p)

Well i’m really glad my game was able to make you like this type of retro even if you don’t have the same nostalgic attachement i have for the era :)

Submitted(+1)

This game entry is soooo cool! It gave me so many nostalgia vibes from the badass sega genesis sounding soundtrack to the gamecube style explosion effects and old school looking mecha designs. I was eating so good every second I was playing it! I also absolutely adore the cast of characters and the weapon choices, I was really happy with how the UI was set up and had the mini map, my character icon, and my weapon all together on it and unobtrusive to the view. The sounds all sounded so good and were EQ'd well with the soundtrack. I'm somewhat of a mortar and mini-rocket enjoyer myself and just had so much fun with how satisfying the explosions felt, all the enemy types, and navigating the level designs in each stage. Great job on this I'm a big fan!!!

Developer(+1)

Thank you so much for your kind words i’m humbled that you’ve like my game that much :)

Well oldschool’s my thing, so i’m happy that you’ve found my entry so authentic to the classic games that inspired it ^^ Same goes for the style of sci fi that inspires most of my art that explain the mech’s designs.

Very happy that you liked the cast of characters and loadout choices, seeing people connect with them by being eble to choose their favorite is what i’ve hoped to acheive ever since i made the first MTM and many of my multi character games, i really take it as the highest compliment :D

To be fair the UI layout of the hud itself is more or less the same as i made for the first game, with just some slight adjustments to incorporate the few new elements i added in this sequel.

Yeah with the small difference in how i handled explosive weapons compared to the first one, the mortar went from not that great of a weapon to a top tier one in the sequel, and the new mini rockets are a bit unbalanced cause i’ve added them somewhat late in development XD

Also really glad that you’ve enjoyed the explosions, in the first game i didn’t have the time to make decent feedback for hits / weapons / explosion and could only add so post jam, i wanted to have all this present in the jam build for the sequel :p

Again thank you so much for your comment and taking the time to try my gmae out :)

Submitted(+1)

That was fun! The final boss was kind of a pushover though since I could just use its own leg as cover and spam it with mini rockets lol

The music and sfx were well done and made the game feel really intense.

I think my favorite thing about your game is the weapon and enemy variety. You managed to make the weapons AND enemies feel unique enough to force me to think about how I would attack each enemy. This made it feel like much more than jam game.

The one thing I didn’t like was the level design. I found that they were too big and empty for the amount of enemies and objectives. In level 2 I was walking aimlessly in the north part of the map because I had no way to know where the objectives were. The enemy to open space ratio also made it so that most encounters were 1 on 1 which made it very easy.

I think smaller levels with less open areas and a lot more enemies would be an improvement. Also a better minimap could help orient the player. Maybe zoom it out more so they can see the layout of the whole level, or at least enough so that they can make a better judgement on where to go next.

Overall, great job. This is an impressive entry!

Developer

Thanks for your kind words Skleembof !

yeah i encountered a few issues during development so by the time i started making the boss i didn’t have much time to spend on its ai, so i mostly adjusted its HP until the fight would last a bit more than a few seconds, even if most of the explosive weapons really trivialize it caus it has no i-frames XD

and yup level design isn’t really my strong point, plus i’ve had some performance and navmesh issues that are mostly to blame for why i didn’t put a lot of stuff into the levels, cause i would have wanted to not have them to small if possible.

While the jam’s still going i can’t update it but i have worked on a fix for the minimap though and it should be more useful in the next build.

Glad you’ve enjoyed the game despite the issues though :D Weapon variety is always something i aim for when making my games so here my minimal goal was to have at least all the weapons from the 1st game implemented and more if i could, i would have loved to have even more but i was only able to make one more in time (mini rockets) :( but i’ was happy to make the 2 new features i wanted to try work : the shield and the drone XD

Submitted(+1)

This was fun! I really liked the top-down style. It gave me very classic arcade-y vibes. I thought of Contra, Revolution, BattleTanx, and more, especially with the pickup system. The objectives and boss battle were cool too. I only tried out two pilots so far, but appreciate the effort that went into player choice of color/pilot customization.

Developer

Thanks a lot ! Glad you’ve enjoyed it ^^

Well retro’s what i aim for so i’m happy if you thought i captured an authentic oldschool experience, i’m a big contra fan so i take it as a high compliment in that comparation, i know BattleTanx from name but i never got the chance to play it so i’m not sure how much my game compares to it :p

The objectives system were a continuation of the similar system in the first MTM game with here the added bonus of the gates x generators to make the hunt a bit less linear, i wish i had more time for a more complex fight and more bosses but i was only able to do so much :( but i’m really glad you found it cool :D

Yeah i like the idea of customization or at least giving the player as much choice as possible, so here i was able to reach my minimal goal of having at least all the characters from the first game return, and in a similar way they act as a sort of difficulty system with their different loadout and armor values :)

Submitted(+1)

Nice! Yeah I just played Mecha Team Maverick 1 too bc I was curious. That one is also sick! And damn you make hella games

Developer(+1)

Thanks a lot i try my best glad you liked it as well :)

Submitted(+1)

It looks amazing! I really like your game. One obvious improvement I'd add would be the ability to open the map or a marker for the nearest target.

Developer

Thanks !

Glad you liked the visuals :)

I never tried a targeting system but this could be a neat idea, though from the feedback i have adjusted the minimap to make objectives more visible, i just can’t publish it while the jam is still going.

Submitted(+1)

extremely satisfying for a jam, seems like you have an entire game with its artistic direction, levels and stuff. 

Developer

Thanks for giving my game a shot !

Yeah i kinda have a vision for where i want to have my games be art wise ^^’ so i take it as the highest compliment that you liked my visuals, especially coming from someone who makes the cool aquarelles like you did and i can’t thank you enough :)

Also glad that you liked the gameplay and felt like the overall project felt like a complete package !

Submitted(+1)

Fun game! Felt really complete for a game jam game. The game had really nice game feel, I especially liked how it felt to shoot the vulcan haha. The games style is very nostalgic but what aspecially hit were the portraits, they really hit that early 2000s mark very well!

Developer

Thanks for your kind words ^^

Glad you’ve enjoyed the gamefeel, i wanted to nail it the best i could cause most entries i did in the past seemed a bit lacking on that aspect so hopefully i did better this time, and well… let’s just say the Vulkan was the ultra OP gun that everybody liked in the first game so i’m glad it still gor some apreciation in the sequel, even if other weapons ended up far more OP this time around XD

Yeah that’s no secret, i’m a retro fan :D

As for the portraits, i’ve been drawing these kind of characters since back in those days so that would be why they got that 2000’s feel about them :p

Glad you like them though thanks a lot :)

Submitted(+1)

Nice game! I really like conquering all the levels, and defeating the boss was surprisingly easy. The character faces are pretty silly XD. 

The graphics were a bit off, though the gameplay definitely distracted from that. I like how you can 'personalize' your mech from the many options. It became a bit difficult to find the final 1 or 2 objectives at times, but I found them eventually. 

For future reference, although the style digs of that retro style 3d gaming, more consistent and cleaner art would be helpful. I also think the music scratched my ears a liiiittle too much, but the style certainly fits. 

Other than that, I think this game was quite fun. The shooting was satisfying, and the overall game was very mechy. Nice work.

Developer(+1)

Thanks for playing my entry all the way through :D

Yeah i didn’t properly balance the weapons so the boss kinda melts in seconds depending on what you use ^^’ As for the characters i wanted them to have a bit more personallity showing compared to their very “boring driver’s license photo” expressions of the first MTM so yeah they do look a bit silly but what can i say this team has some wildcards among them :p

I feel this is probably due to the lighting, cause that’s one aspect that i don’t yet fully understand with the changes made from Godot 4 and onwards :(

The customization is something i really want to make whenever i can, though in this one it is a bit limited on purpose to fit the set characters and continuity with the first game ^^

Admittedly, the music isn’t really the best i made here mostly cause i lost quite some time trying to actually make the instrument sounds rather than relying on some of the presets in LMMS. Also i’ll try to fix the minimap in post jam if i get the time to do so, cause i’ve noted the issues it has thanks to the gathered feedback so far ^^

Glad you’ve had fun despite the issues still, getting punchy satisfying weapons was a goal for this jam so if i at least got that right it already means a lot, thank you :D

Submitted(+2)

I immediately recognized your style from last year's entry, so cool you brought it into 3D!


Including so many mechs and weapons is very ambitous, great work.   I'm missing something about the gameplay though-- how do I open the gate on level 2?  I've wandered around everywhere I can and can't find a way (shooting it seemed to do nothing as well).  If you can get back to me on that I'll hop back in and play more lol

I'd suggest making the minimap bigger and zooming it out--it basically covers the same range as the player's camera so it's a little pointless right now.  If I could use it to find objectives it would be more handy. 

Developer(+1)

Thanks a lot ! Really glad you liked my artstyle and found it recognisable :D

Yeah believe it or not my goal was (as cliché as it sounds) to try and make a bigger better sequel so i wanted to have even more guns but reality caught up with me and the best i ended up with was one more gun and a few powerups, but at least i was able to recreate the arsenal of the first MTM (which was a minimum goal i set myself on that front)

About the Gates :

  • in order to open it you have to destroy the generator to power it down, you can find it around exploring the level and it is indicated with a yellow square on the minimap as well, do note that one door is tied to one generator, so in the next level you might have to find the right one for the right door in case you get stuck again, hope this helps :)

Agreed, i didn’t take the necessary time to re adjust the minimap so it does seem like it has to short of a range to actually be helpfull, if i get some time post jam, i’ll fix this, as for now i’ll have to leave it as is sadly :(

Submitted(+1)

awesome thanks I'm going to keep playing!!

Developer

No problem ! Hope this helped you get unstuck for the time being ><

Submitted (1 edit) (+1)

Hey) There are multiple things I really liked about your game:

First, and I think the obvious, is the music - it rocks. Were you aiming for the Doom style? Because if you asked me I wouldn't tell if it was from Doom or not. For real. It fits in with the overall retro PSX look really well which is the second thing I really liked, kind of reminds me of WipeOut. Having power-ups around the map is also a nice touch - makes you want to run around and explore it. Boss fight, of course. Though at some point I couldn't quite tell if I was damaging it or not. Likely, I found the mortar which solved the problem). Cutscenes really do make the game feel more polished, especially the boss death one. I had my "wow" moment there. 

If you asked what IMO there was to improve, I think it would be projectile trajectories, because they kinda felt too short and a unfocused. It made me feel like hoping that the bullets that weren't flying around and actually hitting enemies would deal enough damage so that I don't get killed while spraying the enemy. Maybe also the  scale and filtering on the floor texture - it did catch some attention. Having variaty and replayability I think is very important. Multiple objectives or points of interest, like killing enemies and destroying towers, is great. There are already many pilots, but maybe having just two with unique features that would change the gameplay would be awesome and for me personally bring the game to another level. Maybe something like having ability to put frontal shield or even break gates, why not? Or charge something from generators before destroying them? Idk.

I know that there just isn't enough time but maybe next time going full "vertical" (idk, not inglish), as in making one super memorable moment or experience instead of investing in scale, no matter what would be better? wdyt? I don't really know where would you want other people to look at and what was your ideal you were aiming at, but these are just my partly random and unserious thoughts.

Though I'm not sure if you can really consider my feedback about the game feel to be correct enough because my laptop couldn't handle Godot's baggage and the game would begin to stutter a lot when there were enemies on screen. Even worse, audio system would die after 30 seconds or so and won't let listen to the music. So I'm sure I wasn't getting the intended experience. I'm also borderline clueless in art stuff, so I can only give my vibes, sry xD

Btw, I noticed, when you shoot stationary targets and sometimes flying drones, the bullets would ricochet and fly directly upwards into the camera which was a little funny.

Overall, walking around, doing objectives, killing stuff and watching it die Í̵̫̳̓N̷̙̲͍͆́ ̴̺̭͉̍̋̒̈́͠F̸̲͚̦́͑̓͝L̶̙̮̊̿̊͝A̸̭̙͖̺͕̔̈́̕M̵̛͕͇̌͌͘Ë̷͉̦̪́́͑̏̇S̵̻̠̦̱͚̉͑̄̎̓ was fun 👍

Developer(+1)

Thanks a lot for your feedback xfnty.x !

I’m really glad you liked my game despite its many flaws.

My goal for the music was to make something as metal sounding as possible while only using digital instruments in the DAW i used, LMMS. As an added challenge this time around i didn’t just go for some of the preset instruments, i actually fiddled around with parameters of the tripple oscilator to see if i could learn how it actually works and try to make some cool sounding guitars and bass and stuff, it turned out somewhat ok but a bit more “midi” sounding than i would have hoped, thus the very Doom style of the instruments, though i’m a big doom fan so i don’t mind too much how it turned out XD

Visually i always try to aim for some of that PSX grit as best i can even if here i left some texture smoothing on to try and get the look of some kind of a PC port of a PSX game from that era and the rest is ensuring a bit of visual continuity with the 1st Mecha Team Maverick game i did a while back. While i wasn’t directly inspired by Wipeout, i wanted to keep things very low poly and all the Mechs, turrets, drones, and even the Boss, come from the same few parts i modelled and just kitbashed them directly in the engine to create the final models in the game, so that’s probably where the similar blocky looks comes from :p

Yeah the Boss’s hitbox is a bit wonky, i’ve adjusted it a few times but couldn’t really improve it much beyond what ended up in the current build. Though one thing i think didn’t help with the jankyness of the hit detection, is the fact that i have a semi “auto aim” in place that handles height differences for the player, and yup the explosive weapons in general ended up a bit too OP against the boss as well.

I only started recently to experiment with in engine 3D cutscenes, so i wanted to have at least a small one upond beating the boss and for the end message, so it makes me really happy to know you had a “wow” moment with them :D

Yeah the aiming system in 3D ended up a bit wonky cause the canons don’t actually aim at the crosshair so you have to take the offset into account which is not ideal (and a partial reason why i added the drone powerup to help having at least one weapon centered XD) The floor textures ended up a bit wierd cause i tried making them directly with the built in engine noise generator cause they are way lighter than an actual png image, they do repeat though, just not as well it seems as the other textures i made by hand for some of the buildings and mechs.

The 8 pilots are there at first cause it’s a direct sequel to the first MTM so they are the same as in that one, i would have loved to make them vary a bit more from each other in terms of gameplay but i still lack quite the programming knowlege to make a bit more inovative gameplay if i’m honest ^^’ so i adjusted a few things but kept the overall idea i had in the 1st game, they each get a different starter loadout and hp values, to act as a sort of implicit “difficulty” select system.

Those are some cool idea you proposed i gotta say, not sure i’d be able to make them but who knows i could try post jam if i have the time or maybe for some other future entries, i try my best to improve everytime.

I couldn’t really acheive it in the jam’s time but i’d love to be able to have memorable levels, interesting combat, and a few cool boss fights ^^

Thanks again for your kind words and i’m glad you liked the explosions as well, they’re one of the aspects i ended up quite proud of this time around :)

Submitted(+1)

Now that you pointed it out, making a bigger sequel is super ambitious and cool goal. I didn't think how difficult it would be.

Developer(+1)

Yup well it was my goal this time :)

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