odtray 2022-10-03 23:50
Nice game. I love mechs. I beat the game. I would have loved to hear sound as that is one of the best parts about mech games. GJ.
Foon → Ludum Dare Explorer → LD51 → Factory Reset
By comicsans, digitalwizard, Embedder72, onedozenbagels and Wodensfang
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1108 | 2.90 | 28 | |
| Fun | 1022 | 2.84 | 28 | |
| Innovation | 1036 | 2.75 | 28 | |
| Theme | 1179 | 2.48 | 28 | |
| Graphics | 881 | 3.11 | 28 | |
| Mood | 1074 | 2.78 | 27 |
Nice game. I love mechs. I beat the game. I would have loved to hear sound as that is one of the best parts about mech games. GJ.
@odtray Thanks for the feedback! We love mechs too. There actually is music and sound, but it's off by default. The toggle is in the upper left.
Really like the clicking a spot and then your character moves and if you try shooting it goes into a slow mode thing.
Reminds me a lot 64 style games, really cool!
Loved Mechwarrior 2 so mech games are my jam. The slo-mo mechanic was a bit jarring, but very useful once you get used to it. Appreciated being able to see my character through walls as well. very cool!
I really liked your take on the theme. Very intelligent.
Cool mech fighting game!
I beat it! The last level was pretty challenging.
I know setting way points slowed down time, but I didn't really understand what else it did? Does it speed up time again once you reach it? At first I thought the game was laggy even though it was smooth before I remembered it was time slowing down, haha. Perhaps some visual or screen effect when the slow down is happening to make that more clear?
Liked the 3D art and the level scenarios - I think since the missiles had a bit of a delay it made for some interesting timings to make sure you could use them when you needed to. I kind of want to see a long one that takes most of the 10 seconds. Nice job!
@aeveis Thanks for the feedback! Waypoints and WASD move you at the same rate, but if you use both at the same time, you get a slowdown bonus. Ironically we ran out of time before we could tune the time dilation aspect. :clock: You're absolutely right it really needs better feedback on the speed of time. Maybe a dolly zoom?
@odtray I believe the audio starting issue has been fixed.
Love the overall feel! Reminds me a of classic ps1 style games. There is a significant issue with the browser performance though: the framerate and overall game performance is tied incredibly closely to the size of the window it's being played in. Playing fullscreen on a large monitor kills performance, but if you zoom in to 200% or more, the game runs just fine.
Unlike others, I actually didn't think of Mechs first. The round shape of the top actually made me think of ED-209 first, and finally I got to play as that terrifying enemy...
The controls threw me off at first, but I realized what was going on after a few restarts. Even more so was around the 4th stage or so when I realized I didn't have to kill everyone and could just beeline it to the goal if needed.
For such small levels, I was actually pretty impressed by the amount of variety in the levels. Like the tank one where they move back and forth. It took me a few tries but I started using the cover available to me eventually. Even better was that you would repeat stages but manipulate the ammo given to the player so you'd have to tackle it differently. Neat!
Tbh, I never did get to see what happens after the 10s mark. I either just died or finished haha. I'd love to see what the game would be like with the waypoint/time dilation aspect fully fleshed out!
@davidtheginger Thanks for the performance report! We've seen it do 120fps at 5k x 2k, so it sounds like a bug that we'd like to track down. If you'd like to help, we'd appreciate knowing your browser, OS, resolution, video hardware and any other details you feel are relevant.
@peachtreeoath Ed sez: _Finish the level. You have 10 seconds to comply._
@comicsans I've used two devices now to similar effect, both times running in chrome. It runs fine on a laptop with a 1536 x 1024 display, but begins slowing down if I zoom it out to 75% and has significant issues at 25%. Moving the window to my other monitor (2560 x 1440 75 Hz) at 100% native zoom immediately negatively impacts performance. Lowering the refresh rate on the larger monitor (75 -> 59.95) helps a little bit, but I was only able to see the difference brought on by the refresh rate change at 175% zoom (zooming in consistently boosts performance). Windows and Chrome os were used to test, neither showed any particular difference in performance that I could see.
Hope this helps!
Thanks @davidtheginger !! :bow: We'll see if we can repro. Regardless, we'll likely add a performance slider that will allow turning down the in-game resolution without having to resort to Chrome zoom.
Very nice, some of the levels were quite tricky but doable once I got the timing right. A bit short but I really enjoyed it.
Honestly! The mechanic of the game is amazing!! So creative and the main character robot looks also very cool. From my point of view, some narrative would make it more cool. But congratulations because the game looks funny, even If some level is also kinda complicated. D:
Good job! It could really have some in game explanation. Especially about the waypoints, I really did not understood what it was (if this was important I cheated my way throught all the levels x)). I know i'm supposed to loose after 10 in game-time-seconds but I did not feel that at all during the gameplay, the 10 seconds mechanic needs more feedback imo. Anyway, good job again!
Thanks for the feedback, @tatawanda! We hear you on the time-flow feedback... working on that right now! :clock: In game explanations would be great, but are hard to find time for during a Jam. Need some of the time-dilation tech, myself!
I really liked the UI and graphics, although I was a bit confused on the time dilation aspect, and couldn't really figure out how to control it.
I'm really confused as to how this game actually works. I can't quite wrap my head around the time dilation mechanic, and how best to make use of it, or what the point of the waypoints is. I got stuck on a level where there were six spider mechs and I only had four missiles. The closest I came was blasting a gap between the mechs and then darting towards a waypoint I'd placed by accident, but then I couldn't move off the waypoint once I reached it, and I forgot that you could clear waypoints. By the time I figured out to just set another waypoint, the spider mechs had already caught up to me and I lost.
There's a great game in here somewhere, but it's in desperate need of a tutorial, or some way of easing the player into the mechanics so that they understand what they're actually supposed to do when faced with six mechs with only four missiles.
@adam-gallina @f1krazy Thanks for the feedback! We hear you on the confusion. Honestly, at our skill level, we were lucky to have the game working at all by the deadline. :sweat_smile: I'm working on evolving the intro levels to more clearly explain the techniques.
@comicsans I understand that with the Ludum Dare time constraints, getting it working is always the most important thing, so you should be proud of yourselves for managing a fully-working, bug-free release. That's better than I've done sometimes! If you do manage to upload an updated version with clearer explanations, let me know and I'd be more than willing to give it another go.
@f1krazy Awesome, thanks for the offer! I'm trying to get a new version done for a local demo session on Oct 22, so I'll try to hit you up before then.
@comicsans Mind tagging me if you upload a newer version? I'd love to give it another try
That last level was pretty damn challenging. Especially I didn't understand on my first playthrough that the waypoints slowed time so I did it real-time :D
It's a little bit sad the "waypoint" mechanic seems to be all in all mainly a slo-mo mechanic and that where they are placed doesn't really matter much (or maybe there's something I didn't understand there ?) so maybe it could have been just some kind of triggerable "bullet time" for example.
It was a good idea to play with the time with this kind of theme, however I think it was a little difficult to "feel" the ten seconds when using the waypoints as it's lacking feedback (also because using the waypoints seems to have zero limit). When playing the game real-time like I did on my first playthrough, the ten seconds mattered much more though.
@aldruin Thanks for the feedback! Totally fair. The design behind the waypoints were that they would let you walk accurately in one direction while aiming/looking in another direction in order to shoot/dodge. But as you said, too many other issues made it much less valuable.
@f1krazy @adam-gallina I uploaded a post-jam version (link above). Let me know what you think!