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Mecha Lure's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #7 | 3.618 | 4.000 |
| Originality | #9 | 3.920 | 4.333 |
| Visuals | #31 | 3.317 | 3.667 |
| Overall | #32 | 3.116 | 3.444 |
| Fun Factor | #38 | 2.513 | 2.778 |
Ranked from 9 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 - Music by Cai3333.itch.io
Did you use any third party assets?
yes - sound effects and a skybox from opengameart
Did you choose from one (or more) optional secondary themes?
no
Does your game contain any 18+ content?
no
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Comments
You managed to make a very cosy game. I did not expect a fishing game here. Music was good. I probably suck at this, because all the fish run away from my lure and start zooming around. Controls of the lure are a bit difficult, you can't maintain position or really swim up, and I think the fish run away if you reel in? Good job!
After so many action games I'm happy to have a nice chill mech game, and boy was this one chill!
The controls are a little odd at first but the game page helped illuminate them well enough. The act of casting the line, deploying the mech and reeling it in felt good enough too. Thougyh in my run the mech kinda jittered a bit at the end of the line.
I was also surprised by the sheer size of the fishing area and the background detail, I figured it would be a single big half bowl of fish but I like the diversity of the ponds and little rivers between them.
And the audio and especially music here are perfect for the chill tone, no notes!
I sadly didn't catch a single fish, maybe they just didn't like the look of me, and I sadly didn't check out the upgrade shop, but I enjoyed what I played.
Great work!
Mecha bass fishing definitely is my thing ^^ There is a lot of experimentation in there, it is quite ambitious ! With an ingame tutorial, would be even better! A nice experience.
Really hard! But quite fun I loved how the mecha just pop from the hook, some bugs are here but nothing that made me feel like it’s unplayable.
Love how cozy it feels when we just navigate lol
Great job! W
I'm not necessarily big on fishing games but I thought this was a pretty fantastic entry to the jam. It's got a really calm vibe and a nice visual style. I'm particularly impressed by the camera movements, the way it follows the lure and mech is very satisfying. Audio and visuals were solid!
I managed to catch a decently sized fish right away and bought the mech jets, which made things a lot easier.
did have a funny bug where this fish was very interested in my lure after i pulled it back up, so much he gained the ability to fly in the air 😂
overall I think the idea is awesome, the execution is strong, the vibes are good! great jam entry
Impressive future fishing sim.
I really liked how laid back and chill this game feels, and the music does a lot to contribute to that atmosphere, the map size is also quite impressive for a jam game :o
I really liked the visuals as well the low poly models give it that instant retro charm, and i gotta say i’m quite impressed cause i can’t imagine the amount of systems you gotta make to make a fishing game, that has to have a lot going on in terms of mechanics O_o
They are well implemented though, i like how you kept it simple with the 3 distinct modes, and it’s very nice of you to have kept this more on the arcade side of things cause i would personally have been quite lost with something more sim like, the closest i got to a fishing game were Big the cat’s stages in the first Sonic adventure, that’s how much of a fishing game noob i am :p
Even if i wasn’t able to catch a fish i’ve had quite a bit of fun, cause i managed to throw the line, deploy the mech from the pod, lure a fish, fight it to reel it back to the boat but i had no idea why i couldn’t catch it beyond that, but i’m asuming it’s more my fault than the game’s XD
Well done you guys did a good job :)
Sidenote:
As a godot dev i have to ask, how did you structure your level to get such a big map working without issue ?
I modeled the level geometry in blender all together but I broke it up into large chunks rather than exporting it as one gltf in order to make it easier to edit.
So like the lake floor is its own mesh instance separate from the lake walls/terrain. And the 2 large city blocks are also individual mesh instances, and all of the geometry except the fish uses simple tiling textures.
I see ! Thanks a lot for the response cause i’ve struggled to see any explanations / tutorials for good practice on level design with the engine, and i’ve had issues with large levels and navmesh so i figure asking fellow Godot users could help shed some light on that issue :)
Very interesting concept, would have loved to see how the ideal version would have balanced the luring part with action and combat. If I can make a small critique I think the game uses a unnecessary large amount of different buttons, for example you could start and launch with either only space or only RMouse, but that probably was to leave pace for more combat functions? Anyway good Job!
Yeah the reason for the control scheme is that I was going to give you more options in ‘Fishing mode’ when you press F. The UI would have shown the different options like customize mech, view fish, cast line, etc. The casting was also supposed to be more mechanically complex with you having to click, drag, realase and all that
I had to cut all that out and I got too comfortable with control scheme after all my hours of solo playesting lol
Ahahah a classic.
To be fair I got confused at first but once I understood the control scheme it I also got used to it pretty quick so the situation is understandable, especially under the pressure of a Jam.
quiet fun
Known issues:
Sometimes the lure/pod gets stuck in geometry and won’t reel in. Press the home key to reset it. Also press escape to abandon a fish that you’re hooked on to if its impossible to reel in
Fish sizes are randomized at start, so theres a slim chance you might get fish that are too large to catch in the beginning
The code for casting is framerate dependent, so if your game is lagging your cast might go way too far
The bigger fish movement might be broken. They seem to lock up and move randomly. still catchable, but more difficult since they’re always pulling away from you
The idea was to make a fishing game where the lure is a mech. You could upgrade your “Mecha Lure” with tools like a harpoon, a gun, faster jets, etc.
I spent pretty much the entire jam working on the fish AI to try and make the fishing fun. It was going great until the wheels fell off in the last 2 days and I ran out of time. Also, I made all the graphics in a day because one of our team members ghosted us :(
Instructions
Press ‘F’ to switch to fishing mode. Press ‘Space’ in fishing mode to begin casting Click ‘LMB’ to cast
When MechPod hits the water, press “CTRL” to dive Press ‘Q’ to reel (hold shift to speed it up)
You can hold 3 fish at a time on your boat.
Approach dock until you see “SHOP” text appear, press ‘E’ to enter shop Press ‘Escape’ to exit shop
How to fish
Hold Q to reel in fish, smash WASD in the opposite direction of the fish’s movement to lower its health. The lower the health the easier it is to reel in. The trick is to let go of reel and start smashin’ WASD when the fish stops pulling directly away from you and then start reeling when it does to hold it in place.
Shop Items
MechaPower: increases damage done to fish
ReelPower: inreases strength of reel, letting pull back stronger fish
Mech Jets: unlock mech’s ‘battle mode’ by pressing ‘F’ in the water
Mech Hook: unimplemented. Wouldve allowed you to hook/spear fish
Mech Gun: unimplemented. To shoot fish for unimplemented combat
I highly recommend you buy the Mech Jets first. They give you much more control in the water and if you’re fast enough you can fly into a fish’s mouth to insta hook it before it flees.