Play game
Mecha-Whale: Predator of the Void's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Special Object Implementation | #19 | 3.452 | 3.452 |
| Gameplay | #24 | 3.161 | 3.161 |
| Theme Implementation | #29 | 3.484 | 3.484 |
| Overall | #30 | 3.102 | 3.102 |
| Polish | #38 | 2.677 | 2.677 |
| Visuals | #39 | 3.194 | 3.194 |
| Audio | #47 | 2.645 | 2.645 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement the theme?
The player is a whale cyborg that shoots down humans.
How did you add the special object?
The circuit board is the upgrades of the whale cyborg. Every round, the user can select a chip to add to the circuit board and upgrade the power.
Leave a comment
Log in with itch.io to leave a comment.





Comments
Brutal whale against bad humans and catmans? Great idea! 🔫🐋 But why RayLib and not SDL3 or something else?
Hey deadbeat! Thank you for your feedback! Well yeah, humans hunts whales even in space. So, Cyborg whales was the next step for them in order to survive... We wanted to check out RayLib. Simple as that. Learn a new lib/framework. Ray did an amazing job.... We will actually continue improving the engine and making it open-source too!
Not bad. I'm shocked you made that game from scratch on C++, that's impressive.
Thank you Evgen09 for the feedback! Me & buddy wanted to check out Raylib as a graphics lib. I also wanted to get into C++ again, because I've been doing Unity & C# for the last 4 years. So, yead! A Jam is the best way to test out your skills & learn your technologies. It came with a cost of not doing anything in Friday, Saturday and Sunday :D
Forgot to mention that we will make the code open-source, and keep updating the Engine so that everyone can use a simple 2D engine, made from two random guys from Greece x)
I like the take of the theme and the fact you need to click to shoot. It is kinda like a hidden clicker game haha.
Some notes I wrote while playing:
- Sometimes I get powerups that are the same but better in the same upgrade screen (+20 HP, +40 HP)
- Could be neat to have more upgrade vectors or every X rounds you get to choose a special upgrade. (Like twin bullets, or some HP regen)
Amazing! 🤩 As someone who loves game like Vampire Surviours this is right up my street
I will be honest I was not ready for the guys in the green shirts 😂Took me by suprise but loved the thought I had chosen how to level up so felt I would approach the game different next time! So the loop definately works!
Hey RaisinRio! Thank you very much for your feedback! You hit gold! The game is heavily inspired from Vampire Survivors! The balancing wasn't so balanced at the end to be honest with you :D. We implemented a drop-items mechanic (like the food & coins in Vamp. Survs.) but due to time limitations (as we also created the engine from scratch) we did not add it to our game.
Best implementation of the special item ive seen so far. I like that. Not the biggest fan of clicking for every shot, holding down would have been better imo. Not looking in the shooting direction is weired and the world is pretty booring though.
Hey XRayHunter. Thanks for the feedback :D. We were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline). Yes, the world is some-what boring indeed! Although we had created the assets, we did not have the time to create an Z Order Buffering for the tiles. A small reminder, the whole engine & gameplay were made from scratch. We only used Raylib & Emscripten as a third party tool.
A fellow raylib user! I liked the gameplay but the mouse clicking gets hard after a while. And i died mysteriously on the upgrade screen?
Hey Chugget. Thanks for the feedback :D. It was the first time for us to use Raylib! It was cool and really helpful. Ray did an amazing job!!! We created an engine as well with an ECS architecture. We will publish the code in some weeks, you can check it out if you want when we have it opensourec :D. For the shooting, we were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline). For the scene, maybe you were stepping on the gap tile, you are taking dmg over time there.
The game overall is good but I get tired of having to click so much, it would be nice to be able to hold click and auto fire.
Hey AnvilBits. Thanks for the feedback :D. We were aiming for a hack&slash implementation, just like D3/D4 is doing. We were thinking that if we wanted to add a hold-to-shoot kind of mechanic, we would need to have a fire rate etc. We prioritize a WebGL build & polishing (as much as we could in order to submit in the timeline).
Love the idea but I think there is a glitch where the player is constantly losing HP. If it's not a glitch I feel its too much and causes it to be almost impossible to survive and play.
Hey Onyx427. Thank you for the feedback! There are some "traps" tiles that if you step on it, you constantly lose HP, making it hard to survive.