I liked the artwork and animations a lot, I had quite a bit of trouble trying to adjust to the controls and movement though. Very nice work for a solo entry with only two weeks!
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Info Infect's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #23 | 3.667 | 3.667 |
| Visuals | #55 | 3.222 | 3.222 |
| Audio | #61 | 2.778 | 2.778 |
| Overall | #75 | 2.667 | 2.667 |
| Fun Factor | #86 | 2.333 | 2.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
*adjusts glasses* Actually I prefer the term "computer game".
Was your game made solo or in a team?
Almost solo, composer OL! made music.
Did you use any third party assets, if yes what assets did you use?
iT's ALL miNE!!!
Did you choose from one (or more) of the optional secondary themes?
Those Who Control the Machines
Does your game contain 18+ content (Nudity, Gore, Language)?
Sadly no it doesnt.
Comments
Thanks. Yeah the controls definitely need some work (after the jam!).
I only realised mechJam is happening days after it started but I just had to participate as an old Mechwarrior fan. Did a few sessions till 3am even though I had to go to work in the morning. Good thing I had someone do the music. I'm pretty good at finishing games and fighting feature-creep.
Cool inivative control scheme, with some small issues though.
Visually i like the whole silouette thing for the mech kinda like it is in Luftrausers. And the alien mechs with their slight green glowy elements looked really cool too.
Now while i like the way you did the controls and i think i get the idea of what you were trying to do, i fell there are some issues with it that makes the game way harder. Mainly the fact that when you right click to rotate your mech still moves all overthe place and you just bump into enemies and walls. I feel one way to improve this and make it work well would be to have the mech stop all movement when you hold the right click to adjust ror rotation and resume movement when you release it. That way you don’t sacrifice your unique controls and keep the analogue speed.
So yeah in short really cool concept, a few tweaks here and there and you’ve got quite an innovative title.
Well done :)
very unique control scheme. Was a bit difficult to aim without being shot, I ended up strafing and shooting nonstop to get some shots in without stopping to aim unless I was at a safe spot. Felt a bit like piloting a fast and ankward fighter spaceship. Very fun overall
That was pretty fun, I dont mind difficult games, but this was pretty intense, i would like there to be just a standard WASD control for the movement with the mouse/aiming mechanic, its pretty cool tho even with the unique controlling scheme, keep up the work and the interesting ideas!
Holy Crist is this hard! But it's not "fair hard", but a "hard-hard hard" - Controls are nowhere near intuitive; projectiles are slower than the player; UI (health) is grey like the floor (why isn't it in color?) and shakes when you move the cursor around (wierd, but I accept it). Black Player, Black Enemies, Grey Level, Grey health...it is barely readable. I can't say I enjoyed playing it, but I enjoyed that the game is only 4mb (that reminded me of an old era of gaming)
I dont want to be rude but level and armour are quite a different type of grey to clearly read those massive health bars. And they shake because you are shooting.
Only 1 level thats why a bit hard. There's a lot of getting used to, but then you can kick the levels ass every time trust me. Which is kind of a cool alternative, instead of having more levels.
Thanks for the feedback SPG




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