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WireframeWarrior

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A member registered Oct 14, 2021 · View creator page →

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This is so cool, it's an excellent use of the Signal Failure theme and ties it very well into the gameplay. I like that you can restart right away so that dying doesn't feel very frustrating, but it is still punishing. Visual effects and sound give an excellent game feel despite seeming simple.

It is simple but manages to also be chaotic at the same time. There are some spots where the camera becomes a hindrance, particularly in areas of lower elevation. I thought the visual style was very unique and found your mix of hand-drawn elements and in-game effects interesting.

It makes you feel like an ace pilot! Until you get shot down. But the feeling is nailed very well, and the gameplay gives you the dilemma of whether you should be still or slow to line your shots, or to move quickly to dodge the enemy's. Your wingman is a fun gameplay element. Visuals are very nice.

Pretty good for something made so quickly, but I was a bit confused by what determined the direction of the player's gunfire while in the air, sometimes I'd be shooting straight down.

Thanks for playing! We'll consider tuning the turning and other controls and options post-jam. We definitely prioritized the feeling of being in a mecha, and I'm glad you liked it overall! 

The atmosphere is very eerie, I like it! Controls are pretty fun, although I agree with another commenter that the initial platforming is a bit annoying, it doesn't last long either. I found myself dodging shots and getting around using a sort of grasshopper-hop by rapidly pressing shift and spacebar. I would greatly appreciate more visual and audio feedback from the player's weapon and bullets though, it was hard to tell if I was doing any damage. Great job overall!

Comfy game. I would appreciate some visual and/or audio feedback for the controls like rubbing, to tell the player that they are doing something correct. You do this well with the chair minigame when the bolts rotate while the player holds down on them. Nice calming audio, good job adapting your secondary theme. Bonus points for a nonviolent game in what is usually a violent genre.

It's a good base to build on! You have a tight control scheme and good music/sfx and gun model. Looking forward to seeing where it goes if you decide to keep working on it.

Extremely groovy and fun platformer. Almost thought you pulled a full vehicle level on us at the end, or at least a credit shooter minigame like smash bros! I won't dock points for that though, this game is awesome. My only critique is that I found myself occasionally wishing I could shoot or strike diagonally, but that might require additional control or animations.

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I appreciate the feedback and suggestions regarding controls, it's all definitely things we're considering, especially for player options regarding aiming. We initially wanted more enemy variety but had to cut it down, we prioritized getting the feeling of the player's movement and shooting right. These turrets are sadly stationary aside from jumping when being shot at due to physics. Enemy mechas and drones that can patrol or follow the player are something I desire and that we may add post-jam!

Fun little shooter reminiscient of the classics, very simple to pick up and play. You can mix and match weapons, I'm fond of the Gatling. I would like to see more variety in the visuals of the player's shots based on their weapon.

Tested it with an Xbox controller. Works pretty well. Never played AC4 (only 3 and 6 at the time of writing this) but it felt pretty easy to handle once you understood what does what. Would love to see what this could be developed into further.

I remember watching the development of this and loving the sounds the villagers make! Reminds me of Patapon. Sound design is tied very well with the way things work. The gameplay and finding ingredients is a little odd to figure out, however. I love that it is a peaceful game, most entries are going to be violent given the genre, mine included.

Really cool, great art & character designs! Very reminiscent of Megaman and classic fighting games & platformers. Can be a bit tough to get a hang of control-wise but it's very neatly done for the amount of time we had in the jam. Good job!

Very cool but also very difficult. I would tone down the amount of enemies in earlier levels. I love the visual style of the game.

Very short experience, but it is a rush of fun. My best is currrently 13.713 (w/ slomo) after I discovered you could jump from one of the other comments, lol. Overall everything ties together very nicely.

Stylish third-person shooter. Had trouble finding the last enemy and generator. If you choose to develop this past the jam time, I would also prioritize refining the movement and designing levels that complement it well.

Neat little collection of gunpla-themed microgames! Would be fun to see a random mode with pass-or-fail like WarioWare, but good job overall.

Thank you for the feedback! Indeed, it was a balance of trying to get it to feel and look as good as possible within the limited deadline. Destructive environmental physics was definitely something considered but sadly not implemented, although at least we got some of that with the turrets exploding into pieces. I'm glad for the Mechwarrior comparison, it is an influence although we wanted it to feel more speedy and light without being too jarring and still feeling like you're in a heavy suit. We will consider tuning the turning and allowing players to adjust things like sensitivity and turn speed soon.

This game has a really immersive and eerie atmosphere. I was a little lost in the city navigation-wise. I think I'd prefer to see enemies scattered about rather than in large bunches. Overall, it was very well put together.

Fun little game!  Some of my runs seem pretty varied despite it always having the same game loop. I've found it's best to shoot the red outlined ones first. Also read from one of the other comments your method of using pixelated blender models for your sprites, very cool, reminds me of how Dead Cells does it!

Awesome Mechwarrior-like! I noticed that there were gamepad controls when I accidentally moved with it, but I didn't end up using them. I wasn't sure where to find more info on them or how it would even work out with so many buttons that do things. I really enjoyed this, but I do second the critique on needing a more gradual speed increase/decrease. I also think enemies turn around pretty quickly compared to the player. But overall, this is really cool!


Oh yeah, and nice intro!

I got excited when I saw gamepad support, always a good thing to see when it fits the game. Overall it's a very short burst of fun, the music is well fitting and gets me in the mood. The shoulder cannon's fire rate is pretty high when rapidly pressed and easily allows the player to win. I think this could be really good with more polish!

Cool prototype!

Control scheme is kinda cool when you get the hang of it. Really nailed that underwater feel! I like the idea of the risk-reward style gameplay, and fighting off a big swarm like that is an incentive to keep moving. Hope to hear sound soon!

Very cool, classic aesthetic! I strongly preferred first-person mode. After the tutorial level, the next one seems to drop you right into a hail of bullets, a real trial by fire! The player should be safe if they keep strafing, however. I'd like some kind of objective marker to point you towards what you need to do, sometimes the draw distance hides targets like that. The slow movement speed is fine for a heavy feeling, but it would be really painful if you ended up walking away from an objective!

Really cool! My main critique is that sometimes the UI felt hard to interact with, sometimes buttons weren't easy to click and I would have to move my mouse around until some unrelated part allowed it to be highlighted. Perhaps this is a window size issue? Otherwise, a really fun experience.

Very cool, I like the combat. Some critique I have involves camera clipping through the walls being distracting, and the game seemed to get laggier/take a performance hit as I went on. The music and sound effects are awesome!

Sound and music assets were made, but it isn't in the game at the moment. It's a work in progress, I added a list to my description now to note what's being worked on. Thanks for letting me know about the enemies, that should be fixed in this new update.