Mecha Cop 2875 by Tuism
Mecha Cop 2875 is a nostalgic take on the future! There is carnage in the streets, and the colourful people of Megatropolis X quiver in fear, even if they don't show it.
It's up to the government-funded Mecha Cop and his Pet Mechas once again!
Ride in one of three models of Mecha! Kill bad guys! Don't kill Civilians or you'll be reprimanded by flashing warning lights!
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WASD to move and jump. (Double tap to dash)
Mouse to aim, click to shoot.
E to eject when in a mech.
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Awesome amazing three-piece soundtrack by Tim Harbour
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Pun fact: 2875 is semi-1337speak for 2875... Kind of, right? See it?
It's up to the government-funded Mecha Cop and his Pet Mechas once again!
Ride in one of three models of Mecha! Kill bad guys! Don't kill Civilians or you'll be reprimanded by flashing warning lights!
----------------------------------------------
WASD to move and jump. (Double tap to dash)
Mouse to aim, click to shoot.
E to eject when in a mech.
----------------------------------------------
Awesome amazing three-piece soundtrack by Tim Harbour
----------------------------------------------
Pun fact: 2875 is semi-1337speak for 2875... Kind of, right? See it?
Ratings
| Coolness | 76% | 2 |
| Overall(Jam) | 3.31 | 447 |
| Audio(Jam) | 3.06 | 379 |
| Fun(Jam) | 3.48 | 214 |
| Graphics(Jam) | 3.41 | 457 |
| Humor(Jam) | 2.53 | 674 |
| Innovation(Jam) | 2.77 | 704 |
| Mood(Jam) | 3.15 | 460 |
| Theme(Jam) | 2.48 | 953 |
...also, love that music! Explosions are pretty neato too :D
Thanks guys :)
The siege type has a very specific role and wasn't ever meant to go to the right side for mission one :P In fact that it was accessible from the start is a bug I should fix. But I'm glad I had the stairs that prevented it from "breaking" the game :P
Nice job!
@DesignerNap: https://www.youtube.com/watch?v=_MS4sLlBvbE
Ranked A/S basically by letting the enemies kill the civilians between us before opening fire. Letting the criminals walk through civilian hitboxes or otherwise designing groups of civilians to roam within specific bounds might free up the space that a player feels free to mech dash and open fire.
Altogether great accomplishment, especially given the time. ・ᴗ・
The one lesson I took out of this was really keeping the number of systems in a jam game down to a minimum.
unfortunately being asked not to kill civilians made me want to kill them even more ;)
It wasn't alway clear who the bad guys were, especially when you're zooming around in a Mech.
Great cohesive art style.
Great music and animation too.
It felt a bit weird having my mech destroyed after being hit ~5 times. It makes some sense because it makes the game more challenging but I was expecting the mechs to be more powerful just because they look like it.
Would have been nicer if there was a bit more visual variety between bad guys and civilians though. Something like allies being grey and enemies being coloured?
I know focusing on design in jams where you ran out of time can be harsh, but I'll provide feedback anyway seeing as this is fundamentally about learning.
I felt frustrated by ludonarrative dissonance (for want of less pretentious words) in the game. For instance killing civilians are perfectly happy to wander around while mad men toting machine guns are running amok. Also generally speaking in mech lore you are mostly invincible against unarmoured men, so I was disappointed to die so quickly. The level design also really didn't do much to amplify the awesomeness of the mech. For instance the big siege mech was stuck in a very small area. Also having internals to buildings wasn't really something that made much sense for the mechs. However in a bigger a game I could imagine that being a cool part of missions where you have leave the safety of your mech to enter a building to hack some data or some such.
Because of the level design I was quite drawn to the flying mech. But it seemed to have bug preventing it from flying after a few seconds? Really liked the idea of flying around buildings and picking of the inhabitants, but the walls on most of the buildings made that impossible.
Anyway there were the seeds of some interesting ideas here. Would have been keen to see the results if you'd started with a more focused scope ;)
I really didn't like the civilians running around and being super difficult to distinguish from enemies, however. Sometimes it even seemed like killing a mech gave a civilian warning, and I'm almost positive there was an armed civilian at one point so I couldn't just look for guns.
The camera movement when you switched from left to right was disorienting and made it annoying to shoot up. I would prefer an option to lock the camera on the player, and people who want a switched view could use the other option.
1) It was a little confusing when missions started and ending, I couldn't tell when I was in a mission. Also, the mission complete screen should be more easily closed.
2) I like the idea of punishing players for killing civilians, however it's hard to tell them apart from the enemies and it's almost impossible not to kill them because of how much they are mixed in with the enemies. That could use some work.
3) I liked that there was music, and the music was nice, but the lack of any sound effects made this less enjoyable. I would've liked to hear some sound effects, even if they had been simple bfxr generated ones.
Overall, it was a pretty nice entry but it definitely could use some work if you plan on making a fuller version of this.
Desperately missing sound effects, but other than that there's lots of potential here.
Once I realised it really didn't matter I found it more fun to play, but it did feel it was missing something. Maybe the missions would have benefited from feeling a little more... directed. I felt like I was just randomly shooting things until it said stop?
The music was great. I guess the graphics could have done with a little bit more atmosphere but that's just superficial stuff. Overall this has a lot of quality. :)