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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 21 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.

Viewing comments 22 to 21 of 22 · Next page · Last page