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PixelMetalWolf

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A member registered Aug 01, 2019 · View creator page →

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Thanks for playing ! Glad you’ve enjoyed it ^^

I wanted to have at least as many characters and weapons as the 1st one i made, the goal was to have more if i could but i could only manage one extra weapon :( but i’m happy you liked the variety on offer here XD

Levels are a bit of a compromise though i’ve had navmesh issues which impacted level design a bit more than i would have wanted but i’ll try to do better as i learn more, still glad you liked them and thought they were a good size :p I wanted to have at least a simple boss and i’m glad i took the extra time to make it cause people really seem to like it so far, plus i thought it’s always a nice feeling when you can have players feel some completion with a little boss + ending :D

Also happy that you liked the music, though i’ll admit i think i’ve done better :p

Cool i’m sure it can only go better from here and see how these scenarios play on the “battlefield” compared to the training sim :)

Cool Advance wars style strategy game !

I really liked the verious units and their designs, i also really like how your whole game in it’s jam version could serve as the tutorial for what you could build upon it later, since your different current missions cover all the possible scenarios (i assume) a player could encounter into a campaign mode that took the battles out of the simulator.

Honestly solid entry i don’t know what i could say more, well done :)

Thanks for givig my game a go Mosu i’m glad you liked it that much :D

Well i’ve done a few jams since i started ^^ so i know a bit more about the engine and how to do certain stuff compared to when i started, so i’ve managed to learn how to make some quick menu stuff over the years not sure they deserve to be called amazing but thanks a lot i’m glad you apreciate the effort put into them :)

Very cool little puzzle platformer !

I really liked the different repair minigames and how you’ve integrated seemlessly into the platformer gameplay with just one quick interaction to start them. I also really liked the spritework and music.

My only nitpick is the time limit O_o you gotta run like hell to manage these repairs, i was able to make it till the end but still wow i had to speedrun almost XD

Other than that it was quite a fun little adventure, really enjoyed it, well done :)

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2 weaaks is quite a short deadline so the praise is fully deserved for what you all managed to make, especially now knowing some of the difficulties you guys encountered ^^

Oh i see, so it’s a multimesh kinda deal i suppose ? That’s still quite an impressive map though.

Personally it’s not the missions themselves that i had an issue with more that the time limit felt reaaaaly tight O_o but yeah i can imagine it’s hard to balance during a jam so no worries it’s only a matter of a few tweaks :)

No problem just sharing my thoughts ^^

Thanks a lot !

I’m glad you apreciate all the effort that i put into my game :D

The multiple characters and loadout are a bit of a staple of my games and here since it’s a sequel i also wanted to ensure continuity by having at least all of the original roster return ^^

Haha well you might be the first so far to prefer the mortar over the mini rockets but that’s exactly why i try to make a lot of weapon variety so that everyone can have their favorite XD, the minimap isn’t the most usefull as of now but i’m glad to hear it still managed to help you finding objectives, i’ve worked on improvements from feedback though so stay tuned for whenever i can publish.

Glad you’ve also liked the boss design and patterns, it is still quite experimental cause this is only the 2nd time i’ve made such a boss with a bit more complex pattern coding :p

Thanks for giving my entry a go.

This era was what i grew up with, and most of the games i loved that inspired me come from here. So i always try to have my games feel authentic to these inspirations (with hopefully more modern QOL elements for a smoother experience :p) so i’m really glad you liked the sound and visuals ^^

Yeah the level design isn’t really my forte and i’ve ran into a lot of issues this time around when making levels, but i’m working to improve that as best as i can.

Oh i see, well i thought the cliffhanger was due to time, but it is also quite interesting if done by choice cause it can make for something world building based so that’s cool as well ^^

Pretty nice narrative experience.

I really like the premise, a world where you have remnants of a past war with giant mechs and the fact that since they’ve been replaced by magic all the knowlege of how they work seems lost is pretty badass. I also like the spritework for the backgrounds with all the dithering, this really gives a super early computer game vibe to the whole thing contrasting with the more orchestral music (which is also really good)

Probably due to time (so that’s understandable) but i kanda wish it was a bit longer :(

One thing that gets me really curious is that you’ve ended this on the possible start of a battle and i really wonder what kind of gameplay did you envision for these segments.

Solid entry, you did well especially doing it all solo :)

Cool Vs fighting mech game !

I really like the designs of the 2 playable mechs this is top tier pixel art, and i liked the atmosphere of the pre rendered background. Music’s pretty cool too.

Gameplay wise this controls well even on keyboard (and that’s coming from a total fighting game noob :p)

The only nitpick i have is that the wait time once you’ve won the match is a bit high, a button to go back to menu would be nice here.

Other than that, it was really fun, well done to you all :)

nice and atmospheric FPS dungeon explorer.

In a way this feels a bit like a sci fi take on the king’s fiels games, and the bizarre H.R Gieger esque alien environment adds a lot to that. Visually i really like how authentically N64 everything looked, i also liked how the UI was fully diegetic through elements directly present on the 3D mesh of your cockpit frame.

The main issue i’ve had is that the game seems to bug out every now and then, my first try had me spawn in a black void unable to do anything, my second try allowed me to explore for a bit only ton end up stuck on level geometry and jumping around actually put me out of bounds, 3rd try went a bit more smoothly and allowed me to collect 2 alien artifacts and sucessfully return to the elevetor.

So despite the weird collision issues i’ve had, this game is still pretty good, it has strong atmosphere, and i like how the gameplay encourages you to explore.

Overall well done :)

Pretty cool Fps Mech game !

I really liked the cell shaded look for the weapons and enemies, the music was also an absolute banger and fitted the action pretty well and i also liked the “lunge” mechanic for the drill attacks that proved quite helpful for quickly closing the gap with the enemies.

My main gripe is that ammo feels somewhat scarce for a game that puts you into so much action, i’ve spent most of my time attacking enemies with the drill cause i’ve spent my ranged weapons ammo so fast and that even with taking into account that i just only shot when necessary. I feel that larger mags / ammo pools would be nice to balance things out a bit or at least have a way to pickup a bit of ammo when killing ennemies to balance things out, sure the ammo boxes are nice but outside of the bossfight they didn’t show up a whole lot :/

I was able to go all the way to the boss but couldn’t manage to beat its second phase.

Now despite the scarce ammo it’s a pretty solid core gameplay, i feel that if you add a bit more weapons or an upgrade system of sorts you could have this be a cool randomized dungeon fps roguelite for a fuller post jam version.

Especially taking into accont that this was made solo, you did a great job :)

Thanks for giving my game a try !

Yeah most of the boss’s adjustments were done a bit last minute so i didn’t get to fintune him properly and give him a more elaborate pattern, glad you liked the texturework though :D

The sound thing for the web build is a bit random, for quite some time with Godot web builds i’ve had games where sound was fine and others where sound got inexplicably choppy and i never could figure out what causded this so i’m not sure i know how to fix this sorry :/

The thing about the characters is that they kinda act like a difficulty system of sorts, where some low armor weak starter weapon ones will provide a bit more challenge than higher armored and more powerful starter weapon equipped ones, but for this sequel this got a bit more dilited since i’ve changed the health system from a number of hits to a more hp pool type of system, since you couldn’t fully avoid bullet patterns like in the first one i made :)

Thanks for givig my game a shot !

Glad you liked the aesthetics :)

Neat byte sized dungeon adventure.

I liked the puzzle aspect of this where each screen has you figuring out how to go through, and the retro artstyle and music really reminded me of the old pre windows(or any OS really) era of computers where you could have games like these where you just played discovered stuff on your own and let the game surprise you XD

I died shorlty after the 2 doors with 3 buttons room but to be honest i made it this far a bit by luck cause i feel the iming on these doors closing is quite short O_o

Still a fun session non the less, good job :)

Hey trabitboy thanks a lot for giving my game a shot ! always nice crossing fellow past edition jammers in the comments XD

Yeah i live by the old PSX grit even if i went for a more filtered look this time around like this would be a fancy DgVodoo pc game of old :p

I wasn’t sure how far to pull the camera for this sequel cause ive tested a few things and i gotta say full 3D for this type of angle is a challenge cause of how much the perspective can warp the image, so it ended up like this cause i wanted to have at least the same height view the 1st game did, but you’re not wrong a bit more peripheral vision wouldn’t hurt. I’ll see if i get more time post jam to adjust this and play around with the camera fov to avoid strange awkward view angles.

Now the aiming itself is somewhat a bit bugged in the jam build because of an oversight i didn’t catch in time, basically the system i made which takes the mech’s height from where it’s own position is… isn’t placed at the right height… -_- so the main weapons are a bit off from the crosshair, funnily enough the drone powerup doesn’t have this issue so its machinegun will pretty much hit anything dead center.

Couldn’t agree more about your suggestion for better enemy ai variety, sadly i’m still learning and i don’t know yet how to make better / more elaborate behaviors at the moment, the best i tried for this jam as an experiment is the drone ai that circle around the player ^^’ but hopefully i’ll be able to do better stuff eventually !

Glad you liked the game despite the many issues it has, and yup i would have loved to do more but i just had to have at least one bossfight to make the experience feel a bit more satisfying / complete for any players who had the patience to go through all the levels :D

Fun little platformer.

I like the shield mechanics to clock enemy shots and the game has a very endeering artstyle that sorta reminds me of old flash games like the ones i played on Newgrounds back in the day, for some reason your smiling little mechs made me think of a mix between Kirby and Fantasy zone :p

I just feel the jumping fells a bit too stiff to use, thankfully you made a jetpack when holding the key but i ended up relying quite a lot on it to compensate for how odd the regular jump is.

Other than that it was a nice little game, you both did good :)

Ultimate shagohod battle simulator !

Ok jokes aside this is incredible, i was curious about this one early on, though i was afraid it would be leaning towards a very realistic sim like playstyle, and i was pleasantly surprised finally playing it to see the gameplay is just the right balance between some sim elements and a very arcade easy to pickup and play but difficult to master kinda deal :D

The mech design itself is really cool and the procedural animation for the legs is quite impressive. In terms of visuals i really dig that you went the extra mile of making the hud like actual gauges on the vehicle’s dashboard it really adds to the immersion, i also liked that you sorta pulled a Metal Gear by having your very sci fi mech be in a grounded more realistic military context facing conventionnal tanks and armored transports, i can only add extra believability points for making the mech a Russian vehicle cause that kind of crazy engineering absolutely fits their vehicles XD

Gameplay wise the skidding mechanic is really what adds the extra spice to it all i.m.o and it’s so satisfying to run, skid, and use the momentum to strafe and shoot a target while moving, so cool ! In a way the movement kinda reminded me of the old Ghost in the Shell Ps1 game where you contol a manned version of the Tatchikoma tanks.

Had so much fun trying this one out, congrats and well done ^^

Incredible Tps action !

This is quite impressive for a jam game, i have no idea how you guys managed to make such a large open world map with multiple missions and all these gameplay mechanics in just 2 weeks O_o

The Artstyle and music are phenomenal as well i gotta say !

The game also has tons of feedback these explosions are so satisfying, you even had the classic “anime rays” before the actual explosions it’s so good :p

The only issue i had is that the most of the mission feel incredibly hard, plus the time limit on top, that felt like a bit too much :(

Other than that it was a pure blast to play, great work you all did there ^^

Thanks for giving my game a shot Enygmatic !

I’m glad you liked the aesthetics ^^

Well weapons don’t have convergence so they’re supposed to shoot right at the crosshair with just the mech’s width between the guns as a slight offset. And i say supposed cause when i prepped a small patch to be ready for post jam, i also fixed an issue i didn’t catch in time before publishing the jam build : the aiming system i made is a bit off from the mech’s height which results in the main weapons landing a bit before the crosshair. So that could also be why the shooting feels a bit more awkward than it’s supposed to sorry :(

Admittedly, the music in this one isn’t my best work to be honest but i’m glad you’ve liked it regardless, and the Ps1 grit is always the kinda retro vibe i aim for when making 3D games, in particular here i was inspired by Future Cop LAPD for the Ps1 which had a similar ish perspective, though here i wanted to have my game look a bit like PC port of sorts of games from that era with the texture filtering and dynamic lighting :D

No problem i really did ^^

Yeah i can totally see the Delta force inspi, i guess i just thought of IGI more cause that’s what i had in mind in terms of mission based levels with biiiig environments.

I get you on that front, and mech games really are a good excuse to do so XD you can never have enough Akimbo weapons in games that’s for sure.

Thanks for the info on how you did this, i’m starting to ask around fellow godot devs cause i haven’t seen much good tutorial resources on level design specifically, and even more so on what would be good practice on how to have big levels that don’t destroy performance / glitch out the navmesh generation of the engine. Though i gotta say i want to try and avoid relying on plugins if i can but if that’s one of the only way i guess i’ll have to try cause being able to manually draw the navmesh sounds quite nice for what i need :)

I think you made the right choice having one big level instead of trying to make multiple less polished levels, like i said having that even gave your entry the feel of being a demo for the full game !

I think i did but usually when you click again you can have the focus be grabbed again, and the rotation normally works even when focus gets lost here it’s like of the web version didn’t recognize the mouse movement at all so i’m not sure what the issue could be here sorry :(

Thanks for playing Blorpware !

Well my minimum set goal was to have at least all the cast from the first game available here so i’m glad you’ve liked the variety on offer ^^

Yeah level 2 had lots of issues most notably navmesh problem and performance so that’s why it ended as underwhelming as it did :/ The minimap issue has been noted since i had lots of feedback suggesting to adjust it, i’ve already got a patched version ready i just can’t release it during the jam so that’ll be for later.

Haha well the Vulkan was everybody’s favorite in the first one and now i guess Mini Rockets are gonna be for this one (can’t blame you they ended up so much more OP than i intended :p)

Well i’m really glad my game was able to make you like this type of retro even if you don’t have the same nostalgic attachement i have for the era :)

I see ! Thanks a lot for the response cause i’ve struggled to see any explanations / tutorials for good practice on level design with the engine, and i’ve had issues with large levels and navmesh so i figure asking fellow Godot users could help shed some light on that issue :)

no worries :) time really does fly in these jams so it’s quite understandable that you couldn’t implemant all you’ve intended, what you have here is already quite cool !

Haha well i did watch a few seasons of power rangers growing up so yeah, but i’m no huge buff on the genre either :p

Awesome and immersive 1st person mech sim !

The whole cockpit view and interface that goes along with it is super well made, you’ve really nailed the feel of the controls to have your mech be like heavy military vehicles, you even implemented the ability to torso twist to do a mechwarrior style circle strafe.

The walking sound is also really well made you truly feel like you’re in the seat of that walker.

my only gripe is the lack of any radar / minimap system, cause i’ve encountered the enemy, shot him and got shot back, we both survived, he escaped and i couldn’t manage ti find him again while wandering all over the map :(

Despite that i’ve had a good time, your core gameplay is solid and it would be cool to see you add a proper map and a few combat mission scenarios to add up to this.

Good job :)

Cool Mecha boxing game.

I liked the atmosphere of that “purple planet” map, the mech designs are pretty cool too.

My only real gripe with it is that the controls feel a bit odd to use, i understood how to move, lock on, and throw punches, but when i moved the mouse around it didn’t really seem to affect the stance selection (which i presume is the center Ui with the 3 circles) and i couldn’t really manage to hit my opponent without getting hit myself :/

Other than that the concept seems nice, you could totally expand on this by polishing it up a bit and maybe have different mech types with different stats / combat styles etc…

regardless well done ^^

Thank you so much for your kind words i’m humbled that you’ve like my game that much :)

Well oldschool’s my thing, so i’m happy that you’ve found my entry so authentic to the classic games that inspired it ^^ Same goes for the style of sci fi that inspires most of my art that explain the mech’s designs.

Very happy that you liked the cast of characters and loadout choices, seeing people connect with them by being eble to choose their favorite is what i’ve hoped to acheive ever since i made the first MTM and many of my multi character games, i really take it as the highest compliment :D

To be fair the UI layout of the hud itself is more or less the same as i made for the first game, with just some slight adjustments to incorporate the few new elements i added in this sequel.

Yeah with the small difference in how i handled explosive weapons compared to the first one, the mortar went from not that great of a weapon to a top tier one in the sequel, and the new mini rockets are a bit unbalanced cause i’ve added them somewhat late in development XD

Also really glad that you’ve enjoyed the explosions, in the first game i didn’t have the time to make decent feedback for hits / weapons / explosion and could only add so post jam, i wanted to have all this present in the jam build for the sequel :p

Again thank you so much for your comment and taking the time to try my gmae out :)

Cool mini strategy / management game.

I really loved the mech sprites ! They are absolutely awesome and they feel like something out of a GBA game :D

The dispatch and hangar space management aspects are interesting, although at first i was a bit confused on how i was supposed to deploy mechs to the nedded areas, some more explanations on the page or an in game tutorial would have been great to help with that :/

Some small issues i’ve encountered:

  • the news segment skip that you mentionned on the page
  • i suppose some overlapping menus cause when i clicked during a news segment i then had a new mech in my hangar that i didn’t chose to purchase with de cost already debducted, so i think the shop menu is somehow active during the news segments even if not visible ?

Other than that it was quite fun to play and i’ve managed to reach the end, for a first jam you all did just fine, well done :)

Impressive Space trucking game !

The presentation is incredible, even the attention to detail of putting in cinematics for the intro and drop / return sequences i can only say bravo !

Though the game seems to be quite demanding performance wise, the web version would just freeze after the intro for me so i played the download build which was better but i had to put the graphics slider to 0

But i gotta say you’ve nailed the feeling of Zero G movement, the little mech hauler really feels like it’s moving in the void of space with proper inertia and all. I also really like its design, and the detail of having every bit of collected cargo whowing up on the models was the best aspect to me ^^

I just felt that the goals and how you’re supposed to retrieve the cargo to gain scrap and progress wasn’t all that well conveyed in the game so it took me a while to figure out how i was supposed to do all that :/

But that’s about the only issues i’ve had, the rest is really cool, cograts to you all :)

No problem just doin my part sharing my thoughts ^^

Haha well i’ve got no excuse i just played way too much STALKER SoC so that’s the first thing that came to mind XD

Pretty nice little wave based shooter.

I like the mech designs and you’ve made a good use of lights to convey the nightly atmosphere. The scrapyard boss’s attitude kinda made me think like he’s a cyberpunk version of Sidorovitch :p i also liked the 3 weapon upgrade choices and the music was pretty rad as well.

The one issue i’ve had is that you have to roam around a bit to search for the enemies, since they can spawn from any direction, having a minimap would be cool to help and see where they come from.

Other than that it was some good fun, you guys did a good job :)

Thanks for your kind words Skleembof !

yeah i encountered a few issues during development so by the time i started making the boss i didn’t have much time to spend on its ai, so i mostly adjusted its HP until the fight would last a bit more than a few seconds, even if most of the explosive weapons really trivialize it caus it has no i-frames XD

and yup level design isn’t really my strong point, plus i’ve had some performance and navmesh issues that are mostly to blame for why i didn’t put a lot of stuff into the levels, cause i would have wanted to not have them to small if possible.

While the jam’s still going i can’t update it but i have worked on a fix for the minimap though and it should be more useful in the next build.

Glad you’ve enjoyed the game despite the issues though :D Weapon variety is always something i aim for when making my games so here my minimal goal was to have at least all the weapons from the 1st game implemented and more if i could, i would have loved to have even more but i was only able to make one more in time (mini rockets) :( but i’ was happy to make the 2 new features i wanted to try work : the shield and the drone XD

Impressive future fishing sim.

I really liked how laid back and chill this game feels, and the music does a lot to contribute to that atmosphere, the map size is also quite impressive for a jam game :o

I really liked the visuals as well the low poly models give it that instant retro charm, and i gotta say i’m quite impressed cause i can’t imagine the amount of systems you gotta make to make a fishing game, that has to have a lot going on in terms of mechanics O_o

They are well implemented though, i like how you kept it simple with the 3 distinct modes, and it’s very nice of you to have kept this more on the arcade side of things cause i would personally have been quite lost with something more sim like, the closest i got to a fishing game were Big the cat’s stages in the first Sonic adventure, that’s how much of a fishing game noob i am :p

Even if i wasn’t able to catch a fish i’ve had quite a bit of fun, cause i managed to throw the line, deploy the mech from the pod, lure a fish, fight it to reel it back to the boat but i had no idea why i couldn’t catch it beyond that, but i’m asuming it’s more my fault than the game’s XD

Well done you guys did a good job :)

Sidenote:

As a godot dev i have to ask, how did you structure your level to get such a big map working without issue ?

  • is all the geometry one big model ?
  • is it just mesh instances thrown into a scene ?
  • or Csg nodes stuff ?

Thanks a lot i try my best glad you liked it as well :)

Thanks a lot ! Glad you’ve enjoyed it ^^

Well retro’s what i aim for so i’m happy if you thought i captured an authentic oldschool experience, i’m a big contra fan so i take it as a high compliment in that comparation, i know BattleTanx from name but i never got the chance to play it so i’m not sure how much my game compares to it :p

The objectives system were a continuation of the similar system in the first MTM game with here the added bonus of the gates x generators to make the hunt a bit less linear, i wish i had more time for a more complex fight and more bosses but i was only able to do so much :( but i’m really glad you found it cool :D

Yeah i like the idea of customization or at least giving the player as much choice as possible, so here i was able to reach my minimal goal of having at least all the characters from the first game return, and in a similar way they act as a sort of difficulty system with their different loadout and armor values :)

Cool tokkusatsu Fps brawler !

I like the Mech design in this, it really looks like some kind of megazord out of a power rangers episode :D

The sense of scale is pretty rad as well with the whole city block being your arena, the game also hase some good feedback on the movement with the camera movement and all, this feels like it could almost have an adaptation for VR as well :p

The controls themselves are fine, i could figure out how to throw punches and block, but i could not really understand the range of the attacks :/ it was like my punches either didn’t do much or they missed, that’s about the only issue i’ve had when trying this.

Other than that it’s a cool concept and i could see a fuller version with battles against different kaijus and more maps.

Congrats to you all :)

Cool “Survivors” style game.

I really liked the fact that you can orient your auto attacks with the mouse (not that much familiar with the genre so i don’t know if it’s something other survivors do or not) and the fact that you can have a hp regen and shield upgrade really helps early on.

The spritework is really good both mech and enemy designs are interesting.

This really reminded me of the old Newgrounds days this game has a similar kinda vibe !

Well done to you all :)

No problem :)

Well it was a clever design, even more so if you did it by repurposing assets you had around XD

Like i said i don’t blame ya i don’t know much about how things work with unity but with the direction they seem to go these days i can only wish you the best of luck cause i don’t think they’re gonna make things any easier for their users :/