Oh just to be clear, I actually don't think it was that bad. Like I said it seemed a little intimidating at first - the only hump was trying to remember the key words - but you actually did a really good job of communicating what was going on during the gameplay. After a couple rounds I pretty much knew what the deal was.
theEarthWasBlue
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UPDATE. I just replaced the original file with a build that should no longer trigger a false positive. The build also includes a very minor bug fix where the ship console wouldn't recognize commands that included uppercase letters. Nothing else has been changed, and none of the content is different in any way. I would have kept both builds for the sake of transparency, but the false positive was such a big issue that I wanted to scrub it entirely to ensure that no one grabbed it by mistake. If anyone finds that they are still unable to run the game due to their anti-virus software preventing them from doing so, please let me know and I'll try to get another fix uploaded.
HI. Creator here! A friend of mine has been trying to open this but his antivirus is giving him false positives. If you try to download this and find yourself in a similar situation: I'm looking for a solution and I will be uploading a new build very shortly. Check back soon if you find yourself having issues getting it to run!
OH yeah you're not supposed to be able to avoid the explosive there. I needed the player to take damage so they could do the healing tutorial. I probably could have made that more clear somehow haha
what do you mean when you say all the body parts were flying around? Did something happen to the model?
man I *really* wanted to give this game full marks, because it's genuinely a fun experience. The thing that's holding me back isn't that it's difficult (I'm a huge fromsoft/roguelite fan so I really vibe with mechanically complex, HARD games) but rather the fact that the difficulty came primarily from the fact that it's extremely inconsistent. I feel like it was impossible to fully predict my slash patterns. Sometimes it would be an aggressive, full swing, and other times it would be slow and only cover a small arc. It felt like slow movements with my mouse were more effective than fast ones which is counterintuitive, and increasing the sensitivity helped, but didn't completely alleviate the issue. On top of that, even on successful hits there were times where it didn't do the damage I expected. Successfully blocking also never guaranteed that I would be safe from damage. Overall, combat felt sort of like I was rolling the dice sometimes, and that feeling of randomness marred what was otherwise an incredibly addictive combat loop. I loved having to really pay attention to which direction I needed to attack from; I loved how much positioning mattered; I loved chaining together multiple kills. I think if you made combat more consistent, maybe added some different healing mechanics, and made some new settings/enemies, this could be a very good game
Very tough - the biggest issue I had was that it wasn't always clear what my attacks were doing. I feel like more responsive animations and definitely an in game tutorial would go a long way if you wanted to go further with this. That said, the graphics were great and I really liked the overall gameplay loop. I feel like this is a really good start to a bigger project!
Really nice. I liked the puzzle design, the boss was pretty challenging, and the combat was engaging. The story was also pretty interesting - I actually started getting kind of invested towards the end. Honestly the only bit of criticism I can really offer is that the UI could be a bit more clear.
Anyway, really impressive for two weeks - makes me want to give RPG maker a try haha
I loved this haha really, really unique concept.
If I could say anything, I feel like the golfer should rotate with the camera to save on controls. Outside of that, I loved the premise and the graphics, and that song is super catchy. I think this could very easily be expanded with other courses/cities.
awesome! Thanks for the feedback. Some notes:
- yeah I recognize visual feedback is something that is super lacking at the moment. Arms/body animations are actually something I’m going to add, but it’s one of time things I just haven’t had the time to get to yet.
- Swimming is indeed SUPER janky at the moment, and it’s actually the first thing I was planning on working on once the map was finished. I expect an update will come over the next couple weeks.
- the gun lag is purely visual; when you fire, the gun snaps to the crosshairs and stops lagging until it goes back into a resting state. That said, I recognize how important it is that the gun visually points to where you’re shooting. This is something I probably should have made *way* more clear, but there are a number of options in the setting menu to tweak things like that. There is actually a slider specifically for how fast the gun tracks to the camera motion. I can’t remember what the default is set to, but if you wanted to give it another go, you can find all of these settings under the “accessibility“ tab in the settings menu.
I really like this gameplay loop. I legitimately think it could be pretty great except for one big problem: the scrambling idea is a really solid concept, but I think the way it's implemented makes it crushingly difficult hahaha if I were you, I would experiment with other ways to scramble the letters. As it stands - forcing the player to pick through every single key on their keyboard for the right key, and then making them memorize that along with potentially 5 other random keys, and then furthermore spreading that over multiple other words pretty much halts the action. I think a really easy fix might be to swap letters but keep it within the words, and then to also display that on the UI. For example, "jump" becomes "ujmp", or "jmup". something like this would still complicate things for the player, while still being readable, and it would be really easy to scale that for difficulty. I think it would also be a good idea to give the player the option to unscramble words somehow - maybe through a skill check or something. Anyway, I only say this because (again) its a great concept, and I legitimately think this has potential with only a super small tweak :) good job!
THIS WAS GREAT. Might be a weird comparison but it felt sort of like a 3D sonic game, were you have this long, acrobatic platforming course occasionally broken up by combat. The only thing I would say is that the enemies felt a little bullet spongey, the camera perspective made some platforming sections tricky, and (this is SUPER nitpicky) the mech's walk cycle felt a little stiff for the style of gameplay, purely from an aesthetic perspective. Overall though, this was super fun, and felt really nice to control. Well done!
THIS WAS GREAT. Might be a weird comparison but it felt sort of like a 3D sonic game, were you have this long, acrobatic platforming course occasionally broken up by combat. The only thing I would say is that the enemies felt a little bullet spongey, the camera perspective made some platforming sections tricky, and (this is SUPER nitpicky) the mech's walk cycle felt a little stiff for the style of gameplay, purely from an aesthetic perspective. Overall though, this was super fun, and felt really nice to control. Well done!
love the title/theme haha
The graphics were nice, and it's a solid gameplay loop. If I could offer some criticism, I think adding some shadows under the mech/enemies would do a lot for spatial awareness, and I would personally swap the UI for the weapon selection to match the side of the mouse that the player has to click to fire them; currently, the AA is RMB but is on the left of the weapon UI (and conversely for your primary weapon) which makes selecting your weapon a little less intuitive than it would be otherwise.
EDIT
actually on a second look, there are shadows in the screenshots but they weren't rendering for me...weird. I wonder if this is a bug?
Damn a lot went into this! Between the customization, the story, the voice clips, and the presentation, I was legitimately surprised at how much you all managed to do. I LOVED the aesthetic, and I thought the customization was a really nice addition. My only issue is that I wished the mech controls/mechanics were more clear in game; when I initially played, I had no idea about the different aiming mechanics, the vision modes, or that weapon groups existed. I didn't know until I closed the game, went to the actual game page, and saw how much I missed. Definitely going to go back and try again with this knowledge, though, because I had a great time with it overall.
This is great! Really loved the aesthetic and the gamefeel, and the gameplay was super tense and engaging. Also a survival/horror twin stick mech game is definitely not something you see every day, which is definitely a plus. Overall it felt polished, although I did notice a bug where objects sometimes wouldn't activate, and some objects lacked feedback when using them, but things like this are definitely to be expected from a jam game. I would absolutely play a longer version :)
Thanks! Oh man it's funny but a few of those things were actually on my to do list but I ran out of time; the turret alignment button, the radio, and destroyable trees, specifically. That shield idea is pretty brilliant, not going to lie haha I'd love to keep working on this to some extent, so that would be a great addition.