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Elemechs's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun Factor | #12 | 3.867 | 3.867 |
Overall | #13 | 3.933 | 3.933 |
Visuals | #14 | 4.267 | 4.267 |
Originality | #19 | 3.733 | 3.733 |
Audio (Does not apply for Physical Games) | #31 | 3.067 | 3.067 |
Ranked from 15 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?
Video game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
No
Did you use choose from one of the optional secondary themes?
No
Does your game contain 18 content (Nudity, Gore, Language)?
No
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Comments
Had good fun with it thank you! Just thought it was a bit strange some parts where the ai seems to be able to shoot through multiple trees at an angle to hit you!
Awesome game! All the systems you have in place feel great, the visuals and audio fit the game and look and sound real nice. Some things I think could be made more obvious, like the ability to hit the next and previous buttons on the bottom left to swap between which mech you're controlling and pressing right click to cancel instead of having to press cancel on the bottom of the screen. All this game needs is some story and more dialogue and some QOL things and I could see this being a fantastic game!
Thank you! Agree on all points. Definitely a lot more room to polish things up. Glad you liked it anyways!
Some option to move the map a bit could be useful, especially on the last level.
Showing an indicator for which mech is currently active had already been mentioned...
Since the levels have titles, why not show them during gameplay?
Could you clarify what you mean by move the map?
Other suggestions make sense, spent more time than usual polishing and still had plenty left on the table for this one!
Well, since the camera focus is always on the selected mech at its center, especially at the beginning of the level it was occupying the right half of my screen mostly and the area at the far end was almost off-screen. To some extent it might be intentional not to show the whole map (but then, it's not *that* large that it's not completely shown, even when you zoom out to maximum), but the way it is it felt somewhat unbalanced on the view. If you do have that selection marker on the mechs (eventually) it isn't really that much important anymore to keep center focus on the selected one, so it would be nice to be able to pan the view around the map...
Of course, if there were more levels and there should be an element of ambush, some fog of war might be needed...
Ahh I see! So you can pan around the map using WASD. Mentioned it in one of the tutorials, but should've had a controls reference somewhere (maybe the pause menu?) To help make that clearer.
Awesome! The elemental attacks are really smart, and using them together is satisfying. The levels were designed well and made me think about my strategy several turns ahead. I like the addition of the animation speed setting. Great Game!
Thank you! Yeah the animation speed was the very last thing I threw in (which is why it's marked experimental) but it seems to have really saved my butt a bit on these reviews, haha.
Well made and thought out. Enjoyed it quite a lot. Curious how this would work with a hex grid.
Thanks! And I agree, a hex grid could be really interesting with the abilities. May have to consider that for the future...
Great game once again TheShaggyDev! I loved the combining of elements mechanic.
Thank you! Glad you enjoyed it!
Yes! Happy to see a turn based tactical entry!
Looks great, sounds great, fun to play! 🔥 💦 ⚡
One niggle would be on the last map I spend several rounds healing before taking on the next group. I wanted to be at full health, but it did take a while... or maybe I should have been more careful and not taken the damage!
What a great entry 😀
Thank you for the kind review!! And I agree. That last map was one I was testing with practically no time left and was like "uh, not sure this flows great, throw it at the end I guess?" Also debated making healing slightly stronger the entire time I was making the game. Oh well, lessons for next time...
Great! I didn’t expect a turn-based tactical, and that’s also the first 3D game I found on this jam to run smoothly on Linux (thanks to Godot and small models I guess!)
I didn’t hear audio but I can see a volume slider in the options, so I’m not sure if it’s a bug or if there are just no audio assets in the game (I could not give N/A for audio do I gave 1 star, sorry… I wish you could opt-out from categories as in Ludum Dare or something).
The elemental combinations are pretty classic, but because it’s so pure it’s easy to grasp and you can focus on the balance and count damage precisely to do what you want.
In terms of progression, the beginning is okay, the fire/water duo is kinda hard, then you finally get the trio and it becomes easier, but still interesting. However, you get two water/lightning duos afterwards and it’s a bit too easy. The rest is fine, but at the end, because of the concept of infiltration it gets pretty slow at the start (because of the Healing animation when enemies do nothing, even at speed x2). Nevertheless you can advance at your rhythm and it was still fun to do, but everything is settled once you open a hole to the last area with the 4 enemies.
Animation speed x2 was vital, I wish there was a x3 near game end, or at least skip healing animation when it heals 0.
UX: it would be nice to see target range in white when hovering a skill, I had difficulties visualizing lightning range at first. Also would be cool to select fighter with click instead of pressing Previous/Next. If two fighters are close to each other, it’s not clear which one the camera focuses on, so a selector icon or blink effect would help seeing who is the current fighter.
That said, I had no big UX issues as often found in jam games. We can see you prioritized the important parts so it’s fully playable and not frustrating!
For a more advanced game, it would be nice to have elemental enemies, so you can use water to put off fire, or let the enemy put off fire you caused with their own water, only to punish them with lightning!
Aww man, that's a shame on Linux audio. Have to see if I can patch that. There's definitely full music and sound effects in both the web and Windows versions.
And thanks for the detailed review! All helpful stuff, and agree on everything you said. Progression is a bit hit and miss, and all of your suggestions are things I just ran out of time for, including elemental mechs! That was something I was really excited for, but ended up worried regarding the time to do AI with that versus more basic units.
Glad you enjoyed it despite the issues! Thanks for playing!
Indeed, I played the web version just to check the BGM and SFX, it works! Not sure why Godot would struggle with audio on Linux, may be related to setup on my side, but other Godot games played audio fine (that said, some of them didn’t have audio at all, confirmed by developer so cannot tell at 100% that they wouldn’t have this issue).
I forgot to praise the art, it’s very efficient and I like “small garden” styles which are fitting for isometric maps like these!
Thank you!
Yeah, I've done a bit of research and haven't figured out much on the audio yet. What distro are you on? Might help me figure something out...
Well, for me it works fine. I have (L)ubuntu 20.04....
Good to know! Thanks for the feedback. My Linux machine is busted right now so haven't been able to test properly.
Nice turn based strategy entry
The synergy between the 3 elements available and the fact that you have to be careful about your line of fire to not damage allies as well makes for some really deep gameplay. I like how easy this is to pickup and play while still requiring quite a bit of thinking to solve some of the more complex combat puzzles, thinking which i lack cause i couldn't figure out a good strategy on the level where you have one of each element vs 4 enemy mechs, but yeah that's just me being bad at strategy as always :p
The visuals are really cool as well, with that low poly aesthetic combined with the bird's eye perspective, makes everything clean and readable.
Haven't encountered any particular issue on this ones, so i don't think i can say much more.
Good job :)
Thanks for the detailed review! Agree that the one where you're surrounded is pretty hard. Probably should have been the last level in the game... Thanks for playing and glad you enjoyed it! A lot of firsts for me on this one (3D, tactics, etc)!
Haha well i think the difficulty on that one might be more onme being a dum dum at strategy to be honest :p
Also if that's your first time using 3D and making a tactics game :o well you did well for a first, i know i still have to try anything 3D yet in Godot ^^'
Yeah, 3D was a bit of a doozy on this one so glad it turned out ok!