Factory Reset by ComicSans
It's your first day of training in Area 51 on Project: Factory Reset. Your mech has been equipped with time-dilation technology, allowing you to slow down time during missions.
Unfortunately, the glitchy tech resets every 10 seconds, so you need to be fast.
Fortunately, it also resets when you explode.
Controls: - WASD - Move - Space - Fire a precious rocket - Left Click - Set waypoint - Right Click - Clear waypoint - M - Mute audio (-/= to adjust volume)
== Click here to play now ==
Tip: Don't underestimate waypoints. That's where the tech really shines.
Bug Fix: Audio now starts properly.
== Or try the post-jam version ==
Updated Controls: (post-jam version) - Gamepads should work! - Space - Slow time - Left Click - Fire a precious rocket


Credits:
Brian McBarron, Chris Pitstick, Hannah Bergman, Robert Bergman, Tony Aquino
Attributions:
| Link | http://50.ld.mcbarron.net/ld51 |
| (post-Jam version) | http://50.ld.mcbarron.net/ld51-postjam |
| Original URL | https://ldjam.com/events/ludum-dare/51/factory-reset |
Ratings
| Overall | 1108th | 2.904⭐ | 28🧑⚖️ |
| Fun | 1022th | 2.846⭐ | 28🧑⚖️ |
| Innovation | 1036th | 2.75⭐ | 28🧑⚖️ |
| Theme | 1179th | 2.481⭐ | 28🧑⚖️ |
| Graphics | 881th | 3.115⭐ | 28🧑⚖️ |
| Mood | 1074th | 2.78⭐ | 27🧑⚖️ |
| Given | 33🗳️ | 29🗨️ |
I know setting way points slowed down time, but I didn't really understand what else it did? Does it speed up time again once you reach it? At first I thought the game was laggy even though it was smooth before I remembered it was time slowing down, haha. Perhaps some visual or screen effect when the slow down is happening to make that more clear?
Liked the 3D art and the level scenarios - I think since the missiles had a bit of a delay it made for some interesting timings to make sure you could use them when you needed to. I kind of want to see a long one that takes most of the 10 seconds. Nice job!
The controls threw me off at first, but I realized what was going on after a few restarts. Even more so was around the 4th stage or so when I realized I didn't have to kill everyone and could just beeline it to the goal if needed.
For such small levels, I was actually pretty impressed by the amount of variety in the levels. Like the tank one where they move back and forth. It took me a few tries but I started using the cover available to me eventually. Even better was that you would repeat stages but manipulate the ammo given to the player so you'd have to tackle it differently. Neat!
Tbh, I never did get to see what happens after the 10s mark. I either just died or finished haha. I'd love to see what the game would be like with the waypoint/time dilation aspect fully fleshed out!
Hope this helps!
Anyway, good job again!
There's a great game in here somewhere, but it's in desperate need of a tutorial, or some way of easing the player into the mechanics so that they understand what they're actually supposed to do when faced with six mechs with only four missiles.
It's a little bit sad the "waypoint" mechanic seems to be all in all mainly a slo-mo mechanic and that where they are placed doesn't really matter much (or maybe there's something I didn't understand there ?) so maybe it could have been just some kind of triggerable "bullet time" for example.
It was a good idea to play with the time with this kind of theme, however I think it was a little difficult to "feel" the ten seconds when using the waypoints as it's lacking feedback (also because using the waypoints seems to have zero limit). When playing the game real-time like I did on my first playthrough, the ten seconds mattered much more though.