Running over dudes to save ammo, having to shoot tanks in the treads, having to use cover when fighting multiple enemies, plus a final boss that actually posed a challenge. Awesome work! This felt extremely polished and well balanced for a jam game. It was legit fun and left me wanting to play more.
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Mortem Ex Machina's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #8 | 3.545 | 3.545 |
| Fun Factor | #8 | 3.636 | 3.636 |
| Overall | #10 | 3.636 | 3.636 |
| Visuals | #33 | 3.273 | 3.273 |
| Originality | #40 | 3.000 | 3.000 |
Ranked from 11 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?
Yes
Did you choose from one (or more) optional secondary themes?
No
Does your game contain any 18+ content?
No
Comments
Nice game! Combat is fun, and using different weapons is fun. I particularly like the double machine guns. Very fun. It could benefit from camera shake to give even more immersion. It could also be cool to find mecha upgrades, like something to jump higher, go faster, or things like that. I think it could also benefit from some shaders to add more depth, and maybe an engaging combat song. Other than that, I had fun!
Well done !
Thanks for playing, glad you enjoyed it!
There is actually a little bit of camera shake, but I set the values low because I found it hindered aiming a little too much and thought it made the player feel less heavy than they ought to.
I did write up ideas for equipment slots like a jetpack and shields, but decided to cut it early on to focus more on the combat and mech feel. I think I made the right choice but it’s something I want to explore in the future.
As for shaders yeah I could do more with visual effects, but didn’t want to risk hurting performance. Maybe next Mechjam though.
And yeah I did have some logic from a previous jam to have music dynamically switch to combat music, just didn’t have time to properly lean into it. Also I thought having too intense music might take away the sort of Delta Force/Arma esque atmosphere it is something I could try in a different tone game.
Thanks for all the feedback!
Super satisfying, nice game design. You are in a mech, but vulnerable, scavenging weapons is cool ! The little forts in the bigger open areas are cool, they create a bit of pause between the combats. Constructive comment: toggling run with shift is cool, but having some kind of dash/thrusters when going through huge areas of land would be cool (for a speedrun like experience).
One of the most roundest package I tried in the jam!
Thanks for playing! I'm really glad you liked the game flow, I wanted to keep the player on their toes but not stressed out to the level of say an extraction shooter or hardcore tactical game. I did hem and haw about how much combat encounters should be spaced out, as I didn't want it to be nonstop action, but also didn't want the player walking around for too long. And I absolutely agree with your suggestion of a better speed boost, if I were to do another game of this style I'd definitely have either a faster movement option or some form of fast travel.
Thanks again for the nice comments and playing the game!
Pretty fun - moving joysticks in the cockpit is a detail I really enjoy. Nice sound selection. I notice that, like my car, the mech often tends to wander slightly toward the right... I wasn't sure what the blue things were, so I shot them, and then it seemed like that was an objective. Not sure if I got them all... but I did acquire 3 types of guns and take out two or three tanks, and climb all the way on top of a building to run over a sniper with my feet. So I am sure the enemy offensive, if not also their spirits, should be blunted, for now...
Thanks for playing! Yeah getting the cockpit to feel a little more immersive was a big focus for me, and while the little joysticks are kinda superfluous gameplay wise I like having them in.
I don't know what you're referring to the with the wandering to the right slightly, I haven't noticed that. Were you playing the browser build or downloaded build?
The blue things were power cells powering the energy barrier, they're mentioned in the game page description and some voiceover from HQ in-game, but maybe I need to add better directions. Wouldn't be the first time I explained something poorly in one of my games lol. When you destroy all 3 scattered around the enemy bases it takes down the barrier and you go beyond it to take out the final boss.
Made another update as detailed here: https://enygmatic.itch.io/mortem-ex-machina/devlog/1573927/version-12
I had a blast with this one :)
Loved the attention to detail in the cockpit like the little handles moving with my control input, fighting the enemies was also pretty engaging.
What took away from the fun a little bit was perhaps a little combination of enemy mechs tanking way more ammo than I could carry at a time and then having to walk back across half the map to change my weapons.
Fun little experience overall!
Thanks for playing, and all the feedback!
Putting together the cockpit was one of the more enjoyable parts for me, I really wanted the player to feel like they were piloting a mech. So even though the little handles don't add anything gameplay wise I thought they were very helpful for immersion lol.
And I'm glad you mostly liked the combat, I wanted it to require the player to not stand still, but not be as demanding as say Doom Eternal or Ultrakill.
And I agree with the tankiness of the enemies, after your comment and watching some friends play the game, I lowered the health of the mech enemies.
Ultra cool tactical action game !
This feels like a mix between mech warrior and project IGI in all the best possible ways.
I really enjoyed the weapon pickup system where you can equip and use each arm independently, the voiced commander helping with objectives was also a cool detail, i also have no idea how you managed to make such a huge map for a jam game and make it work in Godot with such good optimization and a working navmesh :O
Even though there’s only one level it was really well made and it gave off the feel of demos from back in the day where you could play a level of about the same length from the full game.
Just so you know in case, there seems to be an issue with mouse capture on the web build, there was no way to rotate the view there, so i ended up playing the download build instead to try the game out.
Very solid entry overall, great job :)
Thanks for playing, glad you enjoyed it!
Proejct IGI wasn't a direct influence but definitely the idea of a more open kinda tactical shooter like Delta Force or Arma was one of the big inspirations, alongside Psycho Patrol R.
I had wanted to put dual wielding in a game for so long, and a Mech game was the perfect excuse so I made it a priority! I felt it gave a little more variety and choice in playstyle, and it just looks cool imo. The voiceover for objective and tutorializing is something I used in a previous game that I thought worked fairly well, and made sense for a mech to have so I leaned into it, glad you liked it!
As for the map itself, I used the Terrain3D plugin. I hadn't tried it before but it worked pretty well, you can manually draw navigable areas on the terrain so when you bake the navmesh you can define paths without having to mess around with navmesh obstacles and colliders so much. As for the optimizations, I heavily compressed and lowered the resolution of all textures, and set maximum distances for meshes and audio players. Also, the enemy AI doesn't run at all until they're triggered so a lot of processing is saved that way, and even when triggered there aren't that many enemies active at one time.
I had thought about having multiple smaller levels, but I think having the one made it feel more open, and frankly it's all I had time to layout lol.
As for the web build bug, by any chance did you press escape during gameplay? The mouse input works for me unless I hit Esc, and then it completely stops working. I'm not sure why that happens.
Thanks again for all the feedback!
No problem i really did ^^
Yeah i can totally see the Delta force inspi, i guess i just thought of IGI more cause that’s what i had in mind in terms of mission based levels with biiiig environments.
I get you on that front, and mech games really are a good excuse to do so XD you can never have enough Akimbo weapons in games that’s for sure.
Thanks for the info on how you did this, i’m starting to ask around fellow godot devs cause i haven’t seen much good tutorial resources on level design specifically, and even more so on what would be good practice on how to have big levels that don’t destroy performance / glitch out the navmesh generation of the engine. Though i gotta say i want to try and avoid relying on plugins if i can but if that’s one of the only way i guess i’ll have to try cause being able to manually draw the navmesh sounds quite nice for what i need :)
I think you made the right choice having one big level instead of trying to make multiple less polished levels, like i said having that even gave your entry the feel of being a demo for the full game !
I think i did but usually when you click again you can have the focus be grabbed again, and the rotation normally works even when focus gets lost here it’s like of the web version didn’t recognize the mouse movement at all so i’m not sure what the issue could be here sorry :(
hey that's good there's great feeling with that, the atmosphere and how the control'squiet fluid. it reminds of some japanese tank game on ps2 (can't remember it) or arma cold war, well the old school style's voluntier - at least not some cruelty squad copy pasta. I got just confused when I was fighting the tank and out of ammo, it made me walk everywhere around the map with no clue of what to do about it
Hey thanks for playing! I'm happy to hear you liked the controls, I think I spent half the time of the jam just working on making the "mech-feel" as good as I could. It's cool you clocked the Arma cold war and Cruelty Squad mentions, because two of the biggest inspirations were the wide open tactical shooters like Arma, the old Delta Force games and Terra Nova Strike Force Centauri, and of course Psycho Patrol R, the followup to CS. I was also by the more open Halo CE levels too, especially the original Macworld demo.
The objective was to destroy 3 power cells scattered around the enemy outposts in the valley, and you need to pick up weapons to get more ammo. Did you just not find any of the other weapon pickups or power cells? Maybe it was just explained poorly in-game, but in the itch page description and a voiceover when walking close to the energy barrier it mentions to find the power cells.
Uploaded fixed build that revamped a lot:
- Removed all debug features
- Added more enemies
- Added voiceover
- Optimized bullet casings
- Optimized effect instancing slightly
- Added screenshots to credits
- Fixed bug where killing final enemy wouldn't transition to credits
- Fixed bug where enemies wouldn't aggro from certain angles







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