I did not get a chance to rate y'alls game before the rating period ended, and boy am I disappointed with myself for that. I loved the art and animations here and I'd have loved to see where you folks took this one had there been more time to flesh out a few more levels and further tune the mechanics. I think you've got a great move set for the player controller, but I didn't feel like I got to use much of it in the prototype level. Moving faster and faster was fun, but I suspect a smoother acceleration curve between the different movement speeds while on the ground would make it feel a little more natural. Thanks for making and sharing your game!
Viewing post in Dyna-Machin jam comments
I really appreciate the compliments and your approval of the visuals.
I was the one who created the sprites, tiles, and visual effects.
I used a character I created a year ago, along with some rough robot designs Iâd done.
Most of the ideas and the story only came to me during this stage of the game jam, even though we started development a bit late, since we only saw this jam around January 5th or 6th (not to mention that during development and up to the submission deadline, PosionFox and I werenât working on the project all the time, as we had other things going on).
Regarding the speed boost adjustments, we were planning to improve it. We had a mechanic in mind that, due to time constraints, couldnât be fully implemented.
It would have allowed the character to increase speed when their health was low. The health bar you see is actually a rage bar, which grants a boost to attacks and more frenzied movements, but we couldnât fully demonstrate that mechanic due to time limitations.
I appreciate your feedback and apologize for any inconvenience. the lack of more content and improvement in some things