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MechJam7 - Nameless Mech 7's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #32 | 3.250 | 3.250 |
| Overall | #42 | 2.750 | 2.750 |
| Fun Factor | #45 | 2.167 | 2.167 |
| Visuals | #46 | 2.583 | 2.583 |
| Audio | #50 | 1.333 | 1.333 |
Ranked from 12 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?
I made every asset
Did you choose from one (or more) optional secondary themes?
I chose dungeon crawler
Does your game contain any 18+ content?
My game contains no 18+ content
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Comments
That was pretty cool with unique concepts, but it definitely could have used a final polish pass. Without sound effects, hit markers, or any kind of feedback, the combat felt very weightless and hollow. The bullet particles not lining up with the contact point for damage made this issue even worse.
I like the core concept of having to lower enemy shields and then attack them with the correct damage type to destroy them, but I didn’t like the MMO style action bar. I think you could have mapped the melee attacks to specific keys and the rifle could have been a weapon you swap to.
The overall presentation was well done with the intro and outro sequences and level transitions feeling smooth. I like how the camera changes after unlocking the door to indicate that the threat has been eliminated. I also liked how there was a mini boss and then a final boss at the end. It kinda caught me by surprise as I expected the mech to be the end which made the final encounter feel a bit more epic. Although the final fight was kinda lame tbh. Just a stationary eyeball with a giant health pool that didn’t engage with the skill bar.
This is a very impressive entry for one person, so don’t take my criticisms too harshly. I understand how difficult it is to create a game by yourself and how easy it is to run out of time on core features leaving seemingly simple tasks like sound effects impossible to complete in time. Great job on delivering something unique and fully playable entirely on your own!
Wow, interesting concept for combat. The colorful indicators on the mob heads themselves, rather than the icons stacked above them, proved really useful when dealing with groups of enemies. The idea that you need to create your window to aggress by disabling a shield is an idea you usually see reserved for boss encounters (and it worked well when that actually manifested in your game, too). Here are some of the things I noticed:
- it wasn't clear if I should be hitting enemies with either of the two projectiles, or..... center them in the middle. It wasn't until I fought the shieldless enemies that unlocked each door that I saw that centering them between the two lasers was technically correct. This was a bit visually confusing.
- Especially in the second room, I had to hunt for enemies back and forth a few times before I could get the door to unlock. An ability to zoom out, or a minimap, or having key enemies whose defeat is required for progression make their way toward you, or some type of indicator, would help a lot to reduce 'wandering' that didn't add to the game, in my experience.
- I agree that use of number keys wasn't very ergonomic, but at the same time, it was clear. The concept was neat. The fact that it seemed like a fairly significant investment was required to terminate mobs was offset by the fact that there was HP regeneration. It took a few tries before I understood the attack ranges for the specialty attacks.
You had two bosses. Two bosses! The first one felt very boss-like, what a fake-out to then find another - and this time without the shield mechanic, but with a lot more projectiles. I almost died fighting the second boss, until I realized if I just circled around it at a decent range, rather than move back and forth, it was easy to avoid most attacks and let the HP regen tick everything back up until it died.
Overall, interesting game idea. Traversal and ergonomics could use some love, in my opinion -- and of course, SFX and ambience (music optionally) would do a whole lot! -- but this was worth the playthrough. Because every jam game is a compromise on scope, I wonder what other ideas you might have had on gameplay tuning, visuals/audio, or features, if implementation time weren't a consideration? Nice work, and congratulations on your submission!
Thanks for the feedback. I was planning on adding a sort of arrow on where to go next, but I decided against it because I didn't want to bloat the screen with UI. Same thing with a mini map or other HUD that could show you the way forward. I guess what I probably should have done is make it clear where you need to go with the level design itself. For things that I had to cut due to time, the big thing is audio. If I had more time I would have added audio. Another thing was moving the camera itself around instead of having it static. Something else that I had to cut was optimization, which I sort of regret since the game only runs well when downloaded. But overall I think that this game jam was fairly successful.
Using the level design is a pretty clean choice, yeah. UI can be useful but it has its own problems like you mentioned (and to make it feel 'in character').
I'm curious how the camera would have moved - like third-person-shooter style, where your aim becomes closer to the player character perspective? That would be a huge change, but it could also look good - I'm not sure how else the camera would move around after having played the top-down version. TPS-style would probably by itself make identifying where to go next a lot easier even without having to change the level design, if that's what you're talking about, since you could just look around for any remaining objectives in a room at that point. That's a pretty big shift from where things are currently so I'm not sure if that's what you mean.
Also, on the levels - not so much the level design, but the environmental art lol: I did notice you did have actual rooms with creatures in them, which stuck out as a good detail for establishing 'this is a lab', alongside the tubes along the walls. Maybe having some more of the immersion-tubes in some arrays on the floor might help provide some visual anchoring? I liked the rooms though, their inclusion made a big difference in the atmosphere, to me. If you kept developing this, I imagine some interactivity with the rooms would open up a lot of opportunities.
In my initial comment, I said that the colored circles were more helpful than the stacked cards for indicating which finishers/damage types to use - this was sort of true and sort of not true. The useful part of the circles is that it was easy to if multiple enemies had the same damage condition; the useful part of the cards was seeing what damage condition came next, to quickly chain them together. That's part of what actually made this game fun for me was successfully chaining damage types, and especially if I could do it to multiple enemies. If there were a way of unifying those displays, like... a circle with a prominent (current) damage type vulnerability on top, and a secondary vulnerability on bottom (more than 2 might quickly become visually overwhelming?), it might give the player the best of both worlds? But any way to encourage the player to be able to read any potentially good sequences effectively - it might open the door to stuff like "there are 2 mobs with damage type A then C, 2 with type B then C, and 4 with type C; if I quickly hit A and B, I can then wipe out all 7 with C" which would feel good. The mechanic regardless of implementation is kind of like cycling antibiotics. Or... bejewled? I wonder how a wildcard damage type would do, on either a lengthy cooldown or use-once item or something. That kind of thing would probably make more sense the longer your game got.
Sorry this got long. To wrap it up, I think this was a total success especially for a solo developer. I agree audio would be great, maybe next time you'll be able to get some in without having to sacrifice too much somewhere else. It can be hard to get "right enough" so it's useful or cool, but also not annoying, especially for stuff that happens constantly like the primary fire. That in particular would have taken some time to get right. Not right can definitely be worse than silent. As it stands I think you got a ton accomplished. TWO bosses! Nice job again, and thanks for reading (sorry; brevity is a muscle)
great potential and I see a fun idea brewing for a full fledged game ^^
Thanks
There's plenty of potential here, but I found the controls to be a bit annoying. Maybe it's just me having bad finger coordination, but having to use the numerical keys alongside WASD was pretty hard and often resulted on me stopping movement while selecting the melee attack.
Thanks for the feedback. I did find that the numerical keys and the WASD keys were a bit difficult to use in development, but I didn't really think there was any good way of fixing it. Maybe doing a list with the middle mouse button could have been better, but I'll keep this in mind for my next project.