We are french game dev students and we met to participate to this Game Jam together. To have a great time and make a game. We really want to thanks our school (Objectif 3D) for lending us their premises. We hope you'll have a great time playing. Have fun ! ;)
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You play as Mudul-43, a robot programmed to fight endless waves of aliens in a closed arena. You can upgrade yourself with terminals but nothing is free and you must put the price.
How long will you last before getting overwhelmed by the aliens' hordes ?
See you soon ! ;)
PS : Consider to post comments and rate our game ! :v:
Really liked the graphics, plays really good, got into lvl 9 actually, but I was really confused about the merchants.. Why I have to pay with my life? And what if I dont even want the "upgrade"?:)
You have to update, we took the theme "Sacrifices MUST be done" literally :) At the end of a wave, one of the 3 basic merchants (stats, skills, weapons) appears and if what it sells/takes don't suits you, a random merchant appears too and take something to you randomly to also give you something randomly. Hope you liked it ! :D
Thanks. We didn't know where to start, it was our first jam and we're students in a video game dev school so we just met in our school without organizing anything :)
Nice graphics and nice spin of the theme. I wish there were some kind of hit effects when an attack lands, like a spark or an explosion or something, but this is just nitpicking. Good job!
Oh yeah, I totally forgot about the theme of this jam when I played your game :D
I really like this as a start of something little bigger (if the time would allow), like, player could specialize in some build, melee (upgrade armor, melee weapons, melee splash/AoE damage), or maybe pure ranger (upgrade ranged weapon, slowing traps, automatic cannons mounted on player) or like "tinker", who could build towers etc.
The game idea is cool, but please, remember to give proper visual or audio feedback to the player whenever they're hit or they hit an enemy. It could have been a lot better!
Nice game, the graphics are awesome, the music works, maybe we miss some feedback like previously said when we are taking damage, the aim with the mouse is sometime lock in a direction which can be frustrating. I probably want more massive destruction weapons with of course more ennemies to fit them ahah. I can feel the hard work behind this. Thanks for this and nice job guys!
Pretty well done! There was a big lack of feedback when attacking/taking damage. An appropriate sound or vfx can change everything! Also some sound we're very loud and too long, making them take the whole sound space. Other than that, Good job!
Music it's cool, models too, but I think there is a lack of AI. Yes, there are a lot of enemies and some of them with diferents attacks, but I have felt it like it's only a simple following script. I kinda like the shop but I think in general the contras are too contras in relation to the pros.
Nice graphics and usage of theme. The randomizer merchant should really tell you what exactly you got and lost when you purchase from him, I didn't always notice any difference after purchasing from them. Also most of the weapons didn't feel all that good, they were either very slow or flied over enemies like the grenades. The basic rapid fire gun seemed to work the best.
Very nice game, I liked the design of the enemies, a lot of things in the game felt really polished, like the graphics, controls and especially the menu. It would have been nice to get some more feedback when hitting enemies or getting hit by them, like small animations/effects or sound of impact. Great work though!
Thanks for all those comments , really nice to read thiose , and really interesting! @emmatw Thanks you a lot's , I'm the UI designer so I'm so glad you liked those menus
There could be an improvement on game balance, everything is good but I ended playing for over half an hour one time. Maybe scaling the variety and power of the attackers may be interesting, more dangerous and quicker to kill by increasing a little the fire rate
I enjoyed this entry. Your team created an enjoyable game, but it could use a bit more explanation up front. It took me a while to figure out that after each wave, the terminals appear in the center, and I have to use them to move on. Also, a radar would have been helpful given the size of the arena. Overall, though, very enjoyable.
Ways to improve: + add radar or minimap to find mobs stuck on the edge of the map. + some sort of cursor showing where AOE splash will be. + balancing mobs and characters speed. + scrolling through weapons is not very convenient, binding weapons to 1-9 would be more suitable in the heat of the battle.
Liked the idea of changing walls on the arena! I managed to pass 2 waves. And died on 3rd one.
The graphics and music is really good in this game. The gameplay idea is okay, but I would have loved to see something new and interesting. Overall is this a fine LD game.
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At the end of a wave, one of the 3 basic merchants (stats, skills, weapons) appears and if what it sells/takes don't suits you, a random merchant appears too and take something to you randomly to also give you something randomly. Hope you liked it ! :D
2 things: the sound was really very loud for me (was wearing headphones). And 8 people in my opinion is a little too many for a game jam.
Nonetheless, good job!
The robot animation is a little "rigid" but it was cool to play!
Well done ;)
I really like this as a start of something little bigger (if the time would allow), like, player could specialize in some build, melee (upgrade armor, melee weapons, melee splash/AoE damage), or maybe pure ranger (upgrade ranged weapon, slowing traps, automatic cannons mounted on player) or like "tinker", who could build towers etc.
Nice game!
I kinda like the shop but I think in general the contras are too contras in relation to the pros.
Pd: I got a bug in one run, when I got to wave 2 I push E in the red terminal and it crashed :C
Great game congratulations!
(vous venez de quelle école au fait ? :P une partie de mon équipe et moi sommes aussi des étudiants venant d'une école de jeu, Gamagora à Lyon :D)
Ways to improve:
+ add radar or minimap to find mobs stuck on the edge of the map.
+ some sort of cursor showing where AOE splash will be.
+ balancing mobs and characters speed.
+ scrolling through weapons is not very convenient, binding weapons to 1-9 would be more suitable in the heat of the battle.
Liked the idea of changing walls on the arena!
I managed to pass 2 waves. And died on 3rd one.
Any way, nice work, well done for 72 hours!