Unstable Mechanical Warframe by Astropower
In this game, you are a commander of unstable mechines. Some of them have unstable states, some of them are very stable. In addition, your enemy also control towers with unstable states. Some of the states will help you, but some of the states will crash your machine. Lead your army to destroy the core of your enemy!
The machines and towers will switch states randomly. The difference between unstable and stable is the possibility of switch states and diversity of state.
I designed 10 preset levels, also I have developed a tiny level editor allow you create you own level!
Bug fixes: Screen Size issue and towers attack issue. Bug fixes2: - Fix corruptor's bug; - Fix some display issue; - Hermos card cost issue; - UI text display issue; - Bigger camera view.
| Link | https://astropower.itch.io/unstable-mechanical-warframe |
| Original URL | https://ldjam.com/events/ludum-dare/49/unstable-mechanical-warframe |
Ratings
| Overall | 1442th | 2.819⭐ | 38🧑⚖️ |
| Fun | 1347th | 2.778⭐ | 38🧑⚖️ |
| Innovation | 1317th | 2.694⭐ | 38🧑⚖️ |
| Theme | 1357th | 2.7⭐ | 37🧑⚖️ |
| Graphics | 1332th | 2.528⭐ | 38🧑⚖️ |
| Audio | 795th | 3.044⭐ | 36🧑⚖️ |
| Mood | 1274th | 2.809⭐ | 36🧑⚖️ |
| Given | 39🗳️ | 45🗨️ |
Now a couple of problems: I had a bug where sometimes two instances of the music start playing.
The ground texture of the snow map is so bright it is kind of hard on the eyes.
While creating units I once got this error:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Eventobj_deserMinion
for object obj_Minion:
Variable obj_deserMinion.state(100039, -2147483648) not set before reading it.
at gml_Object_obj_Minion_Collision_obj_deserMinion
############################################################################################
gml_Object_obj_Minion_Collision_obj_deserMinion (line -1)
Level 2 onwards, my strategy was pretty much the same; spawn a handful the 4th card tanks, then once they start getting close to danger, spawn the level one drones to draw away the turrets firepower so the tanks can destroy the turrets. Maybe that's a bit cheap of me, but I think that's the nature of strategy games, to figure out a strategy, as it were.
It wasn't until the last few levels that I really made use of the right mouse button. I tried it in the first few levels and it didn't seem to work. What I had to learn was that all minions head towards it, and it goes away as soon as any of them touch it. Using this, I was able to give the slow tanks a much better route to attack by, and then swarm the drones as normal.
So yeah, give this a bit of polish and you might really have something good here.
I also get the error message when i deploy Thunder(something idk) and Corruptor in level 1 and it looks like this:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_Corrupt:
Unable to find instance for object index -4
at gml_Object_obj_Corrupt_Step_0
############################################################################################
gml_Object_obj_Corrupt_Step_0 (line -1)
There's more to improve but i believe what i've mentioned is the most obvious improvements needed.
Cheers! [-LB](https://ldjam.com/users/the-lame-brain/)
It took me quite a while to figure the game out and it is fun if you try to invest more time into it.
I'd suggest to integrate a tutorial, it would make the game two times better.
The "Unsteable" theme is a bit weak but i think the game could really improve and there is so much stuff to do.
It surprised it was done in so little time. Good job!
The overall result is though kinda hard to understand, both at first and when you are actually playing since the action can be kinda confusing. The stable/unstable dichotomy feels kind of an addition than a core part of the gameplay. Nice job on producing all those assets, even though the color scheme is sometimes clashing.
I commend your work on this, though I can't say it's my favourite, I still think it's a solid entry especially knowing its context of production!
I think the main aspects that should be considered are the difficulty of understanding the concept (which affects the user game experience, and may make some players just quit) and the graphic part, which seems by the comments that other people had the screen cut.
Anyway, it's a path of constant study and progress. Congrats on developing a strategy game within the time constraint of the jam. It certainly wasn't easy.
Strategy games aren't easy especially considering it's a game jam entry. Huge props for that :)
(Also apologies to be seen so harsh on your game -- I feel that there's a core mechanic deep down that is interesting, it just need to be flesh upon to make it shine so hopefully my comments helps for your future games!)
And developing a User Content feature for a jam was tottaly awesome!
I agree with what most of the others have said, the text can be hard to read, and it can be difficult to figure out how to play. After that, the gameplay experience and the strategy component are solid.
You've made a fun game, now you just have to make it easier for your players to get to the fun. Keep it up! I'm excited to see what you do next jam.
Thank you for requesting this gameplay!
https://youtu.be/_CBfB6N_o2o