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A jam submission

Manila Has FallenView game page

Glory to New Republic of Manila!
Submitted by Pritzels — 2 hours, 30 minutes before the deadline
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Manila Has Fallen's itch.io page

Results

CriteriaRankScore*Raw Score
💀 Body#24.2504.250
🧠 Mind#24.0004.000
Overall#34.2194.219
💖 Heart#44.3754.375
✨ Soul#54.2504.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What did you revive? What was your inspiration?
My old mech game project and a lot of systems from my abandoned prototypes! Dug them from their graves, and I revived them all! Hehe

How do you play your game? Is controller required?
Keyboard and Mouse

What asset packs did you use? What, if any, content is AI generated?
I created all my assets independently! And no, there are no AI generated content, all are handcrafted by me :D

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Comments

Submitted (1 edit) (+1)

Wow, I was super impressed! I love diegetgic interfaces, so this was great. I think you should lean into the diegetic interface way more, make it feel personal and tactile. I wonder if the pilot would keep some personal trinkets in the cockpit.

I’d also like the controls to be a bit clunkier, WSAD feels too forgiving for a huge mech. Maybe tank controls are enough, but I bet you could do other things. More levers and things to click in the cockpit. Click and manually load the bullet, for example.

I made it to the mission with multiple enemy mechs, but I think that one’s the limit of my skill level. Not sure how best to fight them, it takes a long time for me to reload and aim properly.

But it’s a really cool start! Interesting theming too, I’m curious about the world in this future. I feel a bit guilty for shooting down camps.

Developer(+1)

Thanks man! Super glad you like the game, and don’t fret, I will still build upon the world of this game (I still have the lore in my head). I also liked your game too, I’ve already leave my positive review there!

As for the review, I am planning to release a Major update for the game that includes improvements on the cockpit, mech designs (Don’t worry, old Gen1 Sarcophagus will stay hehe), and some bug fixes for the game! As always thank you for playing my Game, means a lot to me

Glory to New Republic of Manila!

Submitted(+1)


Really, really cool idea! I loved the diegetic interface, though I think the camera display could be a bit bigger.

I also ran into a bug: the game crashed twice after I completed the second stage, and once before starting the fifth stage (I think?). I'm not sure if it'll help, but I'll attach a screenshot of the error that appeared in the browser console. Oh, by the way, I played the game on Firefox.

Still, I loved the creativity! Nice job!

Developer(+1)

Thank you for playing my game man! It really means a lot to me and I appreciate the feedback you have given me! As of now, I am currently investigating the issue and working on a fix. Hoping that I will be uploading the fix as soon as possible!

As always, thank you! 🥨🍀

Submitted(+3)

The in-game diegetic presentation is a cool idea and the mission briefings are nicely setup.

I feel like you could lean a lot harder into the diegetic controls and the feeling of specifically piloting a walking mech as opposed to a wheeled vehicle.

My limited experience with mech piloting games is that they often feel like exceptionally capable tank controls that allow you to rotate your upper half for your view while still needing to track your orientation of your lower half for movement. A tweak like using 'Q' and 'E' for rotating the torso and then 'A' and 'D' allow for strafing movement would really help the feel of mech movement.

As far as leaning into the diegetic controls is concerned, I found it a bit odd that I could rotate my view inside the cockpit while everything that I functionally needed to see was basically in my original view without any rotation required. Beyond that, I wasn't required to click on anything inside the cockpit to interact with them since every player action was bound to a key on the keyboard. Forcing me to click on things to interact with them (like clicking the reload capsule to perform reloads) would really sell the "inside the cockpit" feeling.

I'd suggest toying with increasing the actual display of the outside world to mostly fill the original view rotation (so that it's less painful to squint and focus on) and then moving the radar positionally closer to the player so that they're forced to rotate the camera down (and away from the viewport) in order to get that information.

You could also try things like "arm-mounted" weapons that need to be loaded to the left and right of the player position within the cockpit so the player is then forced to rotate to either side in order to load or otherwise interact with those specific features of their own mech.

Even the compass could be a physical thing that is actually hanging almost directly over the player inside the cockpit so that they're forced to rotate upward in order to check their heading and verify that they're moving towards specific locations for the mission.

Developer(+1)

That’s good criticism! I love that! 🍀

I actually thought about having separate controls for the upper and lower bodies of the mech! I think the in-universe reason I went with the current design is that these mechs are basically budget-cut machines built for enslaved people to carry out the NRM’s tasks. They cut corners on comfort, but as long as the mech can move and destroy things, that’s good enough for them lol.

And you’re right on track with leaning more into the diegetic controls! I’m planning to update the game further by increasing the actual display area, and I LOVE the idea of having left- and right-mounted weapons that you have to manually click to reload. At one point, I was also supposed to add a mech startup sequence where you have to start up your mech at the beginning of a mission.

I’ll definitely be taking your notes into consideration for future updates!

As always, thank you for playing my game! Much appreciated! 💙🍀