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FS10K's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #17 | 3.719 | 3.900 |
| Overall | #19 | 3.432 | 3.600 |
| Fun Factor | #22 | 3.146 | 3.300 |
| Originality | #24 | 3.528 | 3.700 |
| Audio | #28 | 2.956 | 3.100 |
Ranked from 10 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?
In a team.
Did you use any third party assets?
Godot dither shader (though heavily modified) from https://github.com/samuelbigos/godot_dither_shader
Did you choose from one (or more) optional secondary themes?
No
Does your game contain any 18+ content?
No
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Comments
The control scheme was pretty confusing. I think the character should always move relative to the forward direction of the camera rather than the mech. I played a bunch of rounds but wasn’t able to ever get comfortable with the control scheme. Moving any direction but forward felt like a gamble. It also doesn’t help that the player always starts on the edge of a cliff lol.
I also think the game could use at least one more color to improve visibility. Maybe a different shade of red could be used to outline the edges of the platforms.
Those issues aside, I enjoyed the gameplay. Combat felt fast paced and snappy,and the enemies actually posed a threat forcing me to learn to avoid their attacks before going in for the kill. The glide mode was also very cool, although not that useful from a gameplay perspective. I never felt like I needed to use it in any situation.
Overall I had fun, but I would’ve enjoyed it a lot more if I wasn’t constantly falling into the void because of the difficult control scheme.
side note: Did the upgrade system actually work or was it just in there as like a place holder? I clicked upgrades but nothing seemed to happen and I couldn’t tell if my mech got stronger or faster
I really like some of the aesthetic choices here. Enemy models and movements, the menu navigation camera focus and the aesthetic of the hub area in general, all were cool. The colors are definitely "hot". The gameplay loop is actually pretty fun, the main challenge of course being the controls - I definitely found them a little weird, I walked off the edge first-thing (and so did an enemy :D) and gradually found my bearings over a few minutes. Also, I noticed all of the SFX were bitcrushed - I agree that some more/more-matched sound design would add a lot to the game feel. The opener piano jingle + SFX stab as the game loads was really good, imo.
I noticed the mouse cursor position and the aim of the ranged weapon don't appear to be totally aligned - I had to aim above targets to hit them, but I'm aware dialing in player character aim vs. mouse placement is usually a lot less clear than it seems. I'm also not sure if I was receiving upgrades, or if I needed to select them, somehow.... I didn't find a way to interact with the upgrade icons/the monitors, or anything nearby except for "Next-->", so I hope I was doing that correctly? Lastly, the UI does feel like it's blocking the upper-right of the player FOV.
Random note, I think if the player has 2 instances of the game open, the death screen is blank, so alt+F4ing was the only way to retry (until I realized I had an instance open already).
All in all, I think this is a good entry - not even taking into consideration this is the first game jam for both of you. Congratulations! The animations, modelling and overall stylistic choices I think reflect very positively on you. Looking forward to seeing more!
Thank you for the detailed feedback!! I'm definitely not 100% on the bitcrushing; I thought they'd match with the dither style but I don't know if that worked, so I'm looking into reworking the sounds without the FX for a post jam update. Glad you liked the opening sounds!!
The death screen bug is known and will be fixed at some point (details don't appear if you die from overheating, only from taking damage).
Super pretty and atmospheric! I like a lot the control mechanism !!!!
game is SO SICK
The game feels unfinished, but also sick af. The 3-color dither stippling thing you've got going on is fire, the scene transitions are slick. The cockpit design is cool but needs textures.
The mouse-relative WASD movement is an interesting choice but I can't say I'm a huge fan. If you stop moving and use the dodge, I've got to say the behavior feels straight up wrong-- it dodges in the last direction you moved, not the direction you're facing. That's downright unintuitive.
Anyway I had a good time playing it, found it quite difficult (but not too hard), the control style I found unique (not necessarily good or bad), visuals amazing. I think with some unique sound design it would go so freaking hard.
Quite enjoyed it overall, nice work!
haha yeah it's hard to get finished project together with just two team members in their first jam together :)
nearly every asset was made ourselves (minus the basis for the shader), including the sounds and models, we're pretty happy with what we both managed to get together just us, I'm sure with a bigger team that finished feeling would be very attainable
exit or s o r t i e
it looks great visualy -good job with the shaders - and the gameplay is good enough so dying repetitively 's actually fun c:
kinda intuitive too
Fun visual style, pretty polished too I'd say! The controls took some getting used to and the fixed camera angle wasn't the most friendly for map navigation I suppose, but the core gameplay felt pretty good!
swishing my big fluffy $$$$-ing tail to this fr fr
Love the art style in this and the combat! Controls felt really cool to maneuver once i got the hang of it. Really nice work on this!
Aaaaaaaaaaaa!!!!!! Thank you thank you!!! The visuals are what I'm most happy with, I wish I could grunge it up even more though! ^^;