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Front Loaded's itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vToXqjGswirtV7w_KNngYttq561-pWokIdpup0DGI3dPMR9i1nTkjO5kmVgvvQxSIvVfZfvSIi13tiC/pub
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Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Armored Core/Chrome Hounds and Helldivers. Together. Gather resources and defend objectives to extract resources. Once your objective is done, extract in the shuttle.
Please explain how your game fits the theme:
Mecha here to do the companies bidding. Mecha is weapon. Brr
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Comments
Looks and feels fantastic. The atmosphere and shaders are just beautiful and the game feels very responsive. Only thing I wish was some sort of navigation as I got lost frequently and just running around at a medium pace with your environment being pretty much the same throughout wasn't great. Regardless, phenomenal entry. Great job
Thank you so much for playing! Your words very kind.
Yeah I've got some feedback around how navigation/exploration in the current iteration can be rough. I think I have some ideas in the future around building an environment to tell a story with more landmarks and encourage exploration. Now that I've gotten feedback saying the same I think that's what I'll want to do. Depending on future feedback I might add some kind of ping or detector like in Satisfactory that gives you at least a direction to head in while exploring.
Thanks for the feedback!
Nice work!
Thanks!
The environment is top notch, the low poly liminal feeling is excellent, reminds me of certain old-timey games. I like the concept over all, and how there's a built in timer with the excavation. The hud is really cool looking, and the music is great, especially when it ramps up during the fighting. Great game! One question though... Were the enemies throwing watermelons at me? Lol
Hey thanks so much for playing!
Originally it was acid, but after user feedback they are watermelons. ;)
Glad you enjoyed it!
I really like the post processing shader, it's a nice effect. And the music was great. I'm a sucker for sparse environments so the low poly rocks scapes worked well for me too.
Hey, thank you so much for playing!
It's funny I was trying to figure out how to build out my environment without having to spend a ton of time making assets, cuz ya know game jam, and just said hey let's build two low poly rocks and scale them and rotate them around. It's an environment right?
Guess it panned out.
I really love the art style and audio in this game! The CRT shader goes a long way, and the soundtrack is great. As for gameplay, it’s a pretty solid mech shooter, only thing that stood out heavily was that the left cannon seemed to not aim quite where I wanted it to, and more off to the right side of the crosshair. All of the weapons having a cooldown also felt a little awkward at times, and the orbital strike was a bit inconsistent and would sometimes spawn way closer than I was pointing and kill me. I also wish there was a way to enter fullscreen after the game started, but maybe I was missing something.
It’s already really fun, but with a little more polish and some fleshed out environments/objectives, this would absolutely be one of my favorites!
Hey thanks so much for playing! Your words are very kind.
I'm really glad you enjoyed the gameplay and vibes :) For fullscreen it's handled through the web embed in the bottom right hand corner. I wasn't ever able to let it properly fullscreen in web for whatever reason through code or configuration. Something I need to brush up on for future game jams.
I'm going to have to get projectiles and crosshairs closer. Wondering if it's a dynamic thing I need to do. I'm going to need to figure out down the line how cool downs will work. I was tweaking them last minute because at first it didn't feel like they filled up fast enough based on play testing and feedback from friends. I think based on submission I've gone too far the other way. Or maybe cool-downs just need to cool-down faster at higher values. The orbital strike was last minute so I'm no surprised it's a bit wonky ITO of placement right now.
I'm excited to continue this project once I compile all my feedback and I get everything road mapped out.
Thank you again for playing and leaving feedback!
Good game! It looks weird but funny when you jump off the spaceship and it goes up really fast. The left cannon looks a bit misaligned, and the color of the mineral crystal is hard to see in dark places.
Cool music
Hey! Thank you so much for playing my game!
Yeah the spaceship go brrrr cuz the lerp weight is really high. :D
I've got projectile alignment fixes and general lighting/brightness of the scene on my list!
Appreciate the play and you taking time to give feedback!
Really interesting game! I loved the graphic style of an old TV graphics, with low polys, kinda similar to how Lethal Company is, you pulled it off really well. The music and sound effects are also very fitting.
I finished the first (and seems like only) level a few times, with the first being just normal gameplay, then I tried to break the game. I’ll mainly be leaving details on the bugs and exploits I found, as well as some things that could be worked on. Do let me know if you want more!
Settings/pre-gameplay
The textures of the game seem a little wonky, when I move my player while eyeing one of the rocks beside me, it seems as though the texture is moving. I’m not sure if this was intended. The ground, especially at the spawn is also pretty eye-hurting to look at if you focus on it while moving.
There should be some settings for things such as Mouse Sensitivity, Brightness and FOV, as these usually are the main things that contribute to motion sickness in 3D games. I know this can’t really be done due to Web Browser currently, but the “Esc” key in the game should open up the settings menu.
Game mechanics/balancing
For starters, currently there doesn’t seem to be a point to getting Vivula, as there isn’t a way to spend it, but I feel you might be adding it as some sort of upgrade/requirement soon.
The dash is on too low a cooldown, while the guns take too long for the heat to dissipate. Currently I find myself spamming dash throughout the entire game, as it refreshes so fast that it doesn’t even matter. The guns take a long time to refresh when it is overheated, but this forces the player to use the Missiles and Orbital Strike, which might be a good thing. If the game difficulty is supposed to be hard, the guns are actually quite balanced around this, but the dash makes it too easy.
It doesn’t seem like you have to defend the mining extractor currently, so in subsequent runs, I simply placed it down and started it, before running all the way to afk at the shuttle area for it to be done. The enemies don’t seem to be able to pathfind to the player that way, so although I did hear battle music and 20+ enemies detected, I wasn’t in any danger at all.
There is a rock/arch close to the shuttle area that you can go up (I dashed up it, not sure if it’s possible without dashing), where you can kind of safespot against most enemies while waiting for the shuttle. There are times where the ranged enemies can shoot at you, or even climb up the same slope, but the melee enemies are basically all stuck.
It is easily possible to excavate and extract in the shuttle without killing a single enemy or taking any damage (mainly because of the dash)
Bugs
When you dash before the the shuttle lands, you can kind of glitch through the walls to instantly drop to the ground. Similarly, when you dash after the shuttle leaves the map, you can drop down onto enemies before it throws you into a loading screen. I have not tested if you can die if the enemies hit you right before you enter the loading screen.
When climbing onto the safe spot I mentioned, you can technically dash more into a taller rock at the top of it, causing you to enter the wall and momentarily drop onto enemies stuck below before getting teleported back up. Could be some sort of visual glitch but I ended up not going too far up to hug the wall.
Some suggestions
Indicators might be something nice to add, for things such as where the enemies are spawning, where the extract position is after the mining is done, the range of the orbital strike are some examples.
Homing missiles, or a small explosion when the missiles land. Currently the missiles feel more like a burst of the base armament, and it doesn’t seem like they actually explode unless I missed it.
Adding HP to the exacavator, so the player has a reason to stay and protect it instead of just running and waiting at the extraction point for it to be done.
A very well made game so far! I can see that a lot of effort was put in to convey the atmosphere and art, and it just needs more content and polishing to be better!
Wow, thank you so much for this feedback! This took a lot of effort and I appreciate it!
I've got a pretty large list now of things I need to fix and implement and this added nicely to it.
Rant time.
The settings/pause menu in game I'm pretty upset about because I couldn't get it working properly in Godot and spent a chunk of time trying to figure out why it wasn't working as expected: There's some bug with nested Viewports (post processing layers atop the main scene) that I need to report or search for, where the Process setting doesn't allow inherited values to change. So for example, usually your Settings UI node will have a process mode setting of "when paused" and so when you pause the tree that node should now be running! But no matter what I did that node was always in the paused state as well. Only when I set the nested Viewports to process mode always would it work... But that means everything else will run. So I would have had to manually set all nodes I wanted to pause to Pauseable. It ended up being a huge PITA and I decided to scrap it and move on.
Need to make time to file a bug report for Godot and maybe work on it myself.
Phew now that that's outta my system. Great feedback, suggestions and testing. I really appreciate it.
Thanks for the time to play it and giving feedback.
Looks awesome, gives me some Lethal Company vibes in the best way. Kind of eerie and gritty, I like the sound design, and the visuals are beautifully stylised. I think it's a bit dark at times, making it hard to see, but that's an easy thing to fix.
The gameplay is cool, quite difficult to get used to at first, but I got the hang of it as I carried on playing. I would maybe like to be put into the action a little faster, but that’s more of a comment on game jam game pacing.
All around, great work!
Hey thank you so much for your kind words!
Yeah I made hidden trigger points to spawn enemies instead of placing them by hand. Perhaps a mistake. Maybe should have made the trigger points much larger to force encounters. I've had lots of comments on the lighting and it's due to the PostProcessing layers + the brightness of the sky is just pretty dark. I think adding a brightness/contrast slider would really help alleviate this issue.
Thanks for playing!
Art style is cool, but the screen effect made it hard to see. Maybe up the gamma? I didn't know what to do in the beginning until I found the button, and then I felt like a walking weapon for sure, but I'm weak to watermelons lol. I died during the mining process and was feeling a bit motion sick so I couldn't continue. It was fun though.
Hey thanks for playing! Such a shame that mechs are weak to watermelons.
Yeah I've gotta work on tweaking the PSX shaders and how it affects the brightness levels, because with all the Post Processing FX on it gets pretty dark. Especially considering how I'm lighting the scene. Something I was encountering but just didn't have time to really bang out.
Sorry for the motion sickness. I'll keep that in mind and add an accessibility setting to turn off the tilt and reduce screen shake.
Thanks again for playing and your feedback!
I love the style of this game! The music is very eerie and having the shoot on the L/R mouse buttons felt very refreshing :) For me no enemies spawned and I couldn't seem to find the node I was just in the how to play area the whole time and nothing happened, I'm not sure if I did something wrong but I searched the whole area, I tried interacting with the how to play menu but nothing happened, maybe its my browser I was using Opera :) Anyway I can tell from the bit I did play that it was going to be good :) Great job
Hey! I haven't tested Opera so not sure how it will play. But when you spawn immediately look to the right! There should be an interact panel that says "Deploy" when you look at it. Press "E" and it'll deploy you into the level! :D
Make sure to also check out your other armaments on Q, F and G ;) have fun!
I'm so dumb lol I'm going to try again!
Haha no worries! Plenty of comments in here make me wish I would have put it right in front of the player when the game started. (but maybe I wanted you to putter around a look at my beautiful hub level... <.<)
Comments plural, so I am not the only one haha, anyways it's right there when you load so we are the dumb collective :'3 And I definitely explored your hub to the fullest, every container because I thought the thingy was going to be inside xD
So I played again and as expected, it's beautiful :) I spent a time looking at the sky and felt immersed in the alien feeling of the game. Seems you were heavily inspired by helldivers :) 3D graphics is a pain to do but you did so much in a short time and it looks polished :) Maybe move that initial panel in front or make it a part of the tutorial text that you can interact with those :')
It's a great submission, thank you for making this :)
Hey! thanks so much for going back and playing! I'm so glad you had fun and enjoyed it!
Yeah skyboxes really help. Thanks to all free sky godot for providing those beautiful assets!
It was an absolute blast to make this one!
This feels very nostalic, even though I have never played it before. Great work!
Hey! Thanks so much for playing!
Your words are incredibly kind as I was going for the PS nostalgia.
Cheers! <3
Cool game , getting lots of starcraft vibes from it , but i guess thats similar to hell divers, the atmosphere and mech controls feel great , enemies spawned on me and killed me a couple of times perhaps some animations to show they are spawning, but I had similar thing in my game so I guess we probably should both fix that :D
Yep you nailed my model references on the head ;)
Yeah the spawn system needs some love. I'm thinking like a hole or something they come out of. Maybe we get more inspired by Starcraft and add something akin to the nydus worm!
Thank you so much for playing and the incredibly kind words! <3
I love the art direction of the game. The sounds and art give such a nice retro vibe, and the PS1 stylize vertex snapping was just a cherry on top! The feeling of being the badass mech was also great.
The only problem I have is how easy it was to "cheese" the game. Without the reason to protect the mine I could just deploy the excavator, run away and wait. Same with the extraction from the planet. Maybe adding a health bar to the excavator so player needs to protect it would be a good idea? Also to make player not just run away and hide, changin the spawn points of enemies to be generated around the player?
But without using those "cheese" strategies the game was very enjoyable. Guns go pow pow. orgital strike goes boom, giant drill on melee is a giant drill
Thanks for playing! Happy those things are shining through!
Awesome feedback. I had originally had enemies spawn around the player, but didn't have time to figure out spawning while taking into consideration the wall collisions. I have some ideas on how to do it, but just didn't have time to explore those, so instead opted for set Marker3D's and randomizing them around the POI
Yeah my friends also gave the same feedback for the excavator and extraction points. So those are def pieces I'm taking into consideration in updates!
Glad you had fun, thanks for playing!
The retro 3d graphics on this game really work. It looks so cool. My only recommendation is some type of radar to help find the mining point quicker.
Thank you so much for playing!
Yeah I was watching a friend play it a couple days ago and that thought dawned on me as well.
Thank you for the kind words and feedback!
This game is really good. The controls are responsive and feels nice. Having multiple weapons is good, but I only find a few of them useful.
I think if there are a little more effects and user feedbacks would make the game feels complete.
Hey thanks for playing my game!
I want to make things more distinct weapon-wise for sure going forward! Can you expand a little bit on what you mean when you say more effects and user feedback? I think someone said dmg numbers and more feedback on enemy hit would be good and I completely agree!
Really enjoyed this one. The vibe is just spot on. Little details like the leaning in the L/R movement help you feel the weight of the mech while a variety of tools/weapons give variety to the combat.
Thank you so much for playing!
The lean was a later addition in the polish step and such a simple change really makes difference
The models, textures, soundtrack, and sound effects create such a nostalgic feel. Love it!
Hey thanks so much for playing! It was really fun to put this one together! Thanks for the kind words!
This was such a slick game, I loved it!
The guns looked weighty and I enjoyed how slightly muffled the gunfire was, felt at home with the chunky graphics. The aesthetic in general was spot on, felt super immersive instantly, and really supported the gameplay. Music was nice and retro, some good bleeps and bloops in there (can you tell I'm not the sound guy on my team..?). The UI is so simple and clean but communicates all the information the player needs and supports the vibe, talk about effective design!
The melee attack was my favourite animation, that funny lil' drill felt so personal to deploy.
Minor skill issue on my part, same as some other comments, I also just wandered around the Hab at first after getting up close to the tutorial section (for no reason, really, it was perfectly visible from the start point), and then not noticing the deploy button when looking back. Oops.
Totally see the influences shining through, not played AC/CH so for me I was really getting Helldivers x Deep Rock Galactic. Great sources of inspiration!
Launched my orbital strike into the last wave of enemies before hopping on the ship and not disappointed. The particle effects all round were ace, too.
Literally my only thought of constructive feedback is that I felt the camera was slightly low to the ground, but that may just be personal preference.
Superb game, well done to everyone on the team!
Hey! Thank you so much for playing and leaving a comment. Your feedback is incredibly kind.
Yeah again I think I shoulda moved the deploy button... (but maybe I secretly did it on purpose to make you putter around the hub! muhahaha!)
Yeah I could see some Rock and Stone influences here. The orbital strike was actually a last minute addition on Wednesday after I got everything I wanted polished in. Said screw it and coded that bad boy up and I'm really happy I did.
I could see the camera being low to the ground. I didn't move it much after I set it on day 1. Didn't even occur to me. haha!
Thanks again for playing! <3
I only just realised that you made this entirely solo?? And my mind is blown??
We love to see a last-minute "hey, I have some time" decision pay off!
Ah, you get so used to things like that when you're playtesting, totally get the feeling - did get to experience that sweet roomba POV while also being one of the greatest military advancements of the xxst century, so that was a pretty neat combo!
Anyway, just popped back to say "wow wow wow" one last time ahaha, so yes, think I've covered that. GJ GGs WP again!!
I did do it solo. And this is no longer a normal mecha game. you are now murder mecha roomba. Haha
Again thanks for the kind words.
The gameplay is intense, and the music and sfx fits perfectly. Especially the alarm that goes off when you begin evacuation. For using 3D in Godot, this is seriously impressive! Even more so that it was all done solo and submitted early. Great job!
Thank you for the kind words!
This was actually my first time using Blender and doing a 3D game in Godot . I've done little bitty things to learn of course, but not an actual game. So your words are incredibly kind.
Thank you for playing! <3
Cute zerglings and hydralisks :D
It took me a while to get what I was supposed to do, but it was fun when I figured! I still didn't quite get the difference in weapons, and having some more feedback from the game would be cool. But it was either way!
And great aesthetics overall!
Hey thanks for playing and thanks for noticing the reference material! ;)
The idea is each armament has different projectile systems to them, recoil, fire rates, screen shake values and damage numbers. I'd like to make these more distinct in the future but was hoping they were distinct enough to give a high level view for players. For example, the melee is a one hit kill, but you have to get close to them, good for rushing in and dealing with the melee enemies. While the missiles shoot three projectiles, good for a group in a line. Then of course the orbital laser is a ranged AoE one shot so it's good for a mob of enemies or taking out a group of ranged targets in one blow.
I'm interested in what you're saying about having more feedback from the game. Can you describe what you would expect/could be missing?
Feedback - I meant on actions. Like damage dealt, etc. Or time until the enemies come. Or hints that you need to activate the miner after you call it. With the last one - there was a hint when I came closer, but after I called it - I just went off to find some other crystals, made a few turns, and only then figured that maybe I should do something with the miner.
That said - for Jams that's a hard thing to do, a lot of micro-work, with not much time for that, so I totally get it :)
ahhh that makes sense. Good feedback! Yeah I wanted the spawn timer for enemies when extracting and excavating to be hidden. Makes sense.