Some say it's a dangerous giant robot with powerful weaponry. Others say it's so rusted that it can barely move. But I say it's my only friend in these wastelands.
In My Rusty Giant, you must escort your aging friend to a workshop across a landscape littered with the remnants of deadly human technology. Fortunately, all these automated turrets and traps only react to robots. Unfortunately, your friend is exactly that kind of robot, and is in desperate need of care.
Controls: WASD, Space, Shift.
Collect Energy Cells to restore the robot's shields. Collect Scraps to repair its individual modules. To charge and repair, look at the panel with the icon on the robot's body and hold the Left Mouse Button.
When the deflector is depleted, the remaining modules take the hit randomly.
If the condition of all modules drops to zero, your friend will be disabled.
Enemy turrets only attack the robot, not you. Detection range of the small tower is 40, big one is 55.
Made in 72 hours for the Ludum Dare 60 Jam. I planned to participate in the Compo, but ran into technical issues and didn't make it in time. Most assets were created during the jam.
Jam version turned to be a bit too difficult to beat, so I added a Post-Jam version, which should be easier, but still challenging. For authentic experience of harsh unforgiving wastelands play the Jam version.
Solid jam experience! The mechanics are simple, intuitive, and fun to mess around with. Great execution for 72 hours! Left my ratings. Would appreciate your feedback on our game too if you have time!
Loved the game ! Graphics and sounds design are really cool. Really liked the way the giant walks. The only "problem" is that's very hard to stay safe in all modules, so i maxed only one and it works !
Love the concept! The game feels a bit rough around the edges, especially when it comes to balancing. Some upgrades feel almost useless: what's the point of upgrading or repairing engine speed if we can't even handle the enemies we're already facing? Radar upgrades seem useful for spotting enemies early so you can first strike them, but the upgrade rate is so slow that they barely feel worth investing in. Maybe adding a visual indicator for the tower's range could help!
The visuals are otherwise great, and I can definitely see this game becoming something amazing with a bit more time to cook!
@yupaz Thanks! I hate balancing game in the last hour, I think it's a bit too hard at the moment.
@zectalier Thank you! The balancing was kinda painful. It was either too easy, or too hard. I need to rebalance it after the Jam is over. The engine worth investing in at the latest phase of the game, where you have to quickly pass the "death row" of turrets. I tried to create peaceful segments so you can walk around and grab the resources hidden in environment, but I had to make it more intuitive.
I gave it a good stab, I had fun but felt like I couldn't get very far. I was never sure what upgrade I should be prioritising. I felt that the turn speed of the cannon was frustrating, seeing as it had to switch between targets a full 180 degrees. Always felt like there wasn't enough scrap to last.
I still enjoyed what I tried, and I think the concept is solid.
As some people said earlier, it need balancing. BUT ! The game is good, I play it many times to try to beat it (but the only thing that was beaten, was the poor robot). Solid entry !
There’s a great idea at the core. I’d play this if it were more polished. Having to run long distances for resources is a bit of a drag. And the gameplay could use some more variety. There’s definitely something to it.
@boxofcuriosity@incd021@kraghan@shikaka29 Thanks! I spent quite some time and managed to build a new version with better balance. It should still be challenging but no that much.
I like the core idea: you run around collecting scrap metal and energy cells to keep a walking turret alive while it shoots at other turrets. The balance feels a bit off, and I couldn't find a button for upgrading the turret's turning speed (maybe it doesn't exist, though everything else has one). Running feels a little slow, and you have to go quite far from the robot for resources, which go in one unit at a time, and shields too (it would be handy to add all shields at once, especially when the robot is under fire). The game is genuinely fun, it just feels like it could use a bit more polish to be fully enjoyable. Looking forward to seeing where you take it!
@artonix The button for the turning speeed is on the back of the robot. I'd say it's important to repair it to beat the game, so that could be the case. I really tried to go with hardcore-ish feel this time, but that border is too thin to tune it right (although I honestly tried to utilize all the math I know). Thanks for your feedback!
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Left my ratings. Would appreciate your feedback on our game too if you have time!
The visuals are otherwise great, and I can definitely see this game becoming something amazing with a bit more time to cook!
@yupaz Thanks! I hate balancing game in the last hour, I think it's a bit too hard at the moment.
@zectalier Thank you! The balancing was kinda painful. It was either too easy, or too hard. I need to rebalance it after the Jam is over. The engine worth investing in at the latest phase of the game, where you have to quickly pass the "death row" of turrets. I tried to create peaceful segments so you can walk around and grab the resources hidden in environment, but I had to make it more intuitive.
I still enjoyed what I tried, and I think the concept is solid.
I must say I found it very hard, and a bit stressful 😄 I really like it.
I’d play this if it were more polished.
Having to run long distances for resources is a bit of a drag.
And the gameplay could use some more variety.
There’s definitely something to it.
@boxofcuriosity @incd021 @kraghan @shikaka29 Thanks! I spent quite some time and managed to build a new version with better balance. It should still be challenging but no that much.
@artonix The button for the turning speeed is on the back of the robot. I'd say it's important to repair it to beat the game, so that could be the case. I really tried to go with hardcore-ish feel this time, but that border is too thin to tune it right (although I honestly tried to utilize all the math I know). Thanks for your feedback!