Machine Meltdown by Stefan Funke
There is a post-jam version over on itch.io (https://stefan-funke.itch.io/machine-meltdown). Please check it out, after playing and rating the original jam version here! Thanks!
Defeat the evil machine boss. Deliver a virus through its interface to infect the entire swarm and free humanity from the machine invasion.
I recommend playing with a controller, if you have one. (The in-game tutorial teaches you the keyboard/mouse controls, but I think controller plays much better)
Additional notes (inspired by player feedback): - Sound might be a bit loud. - Touching the body of the boss will damage you! (flashing and sound-effect seem not to be enough to communicate this clearly. My bad!) This is to prevent walking behind and attack spamming the boss. - You can fast forward the dialog by pressing the talk-key multiple times.
When playing with keyboard/mouse: - If you don't like ALT-key to talk, then right mouse button should work too. (I agree, it's not optimal :sweat_smile:)
Patchnotes v1.0.1 (2023-05-07)
- Fixed a problem with the keyboard input: Removed delay when stopping.

Thanks for playing, enjoy!
| Post-Jam version | https://stefan-funke.itch.io/machine-meltdown |
| Original URL | https://ldjam.com/events/ludum-dare/53/machine-meltdown |
Ratings
| Overall | 551th | 3.609⭐ | 112🧑⚖️ |
| Fun | 522th | 3.509⭐ | 113🧑⚖️ |
| Innovation | 1078th | 2.705⭐ | 112🧑⚖️ |
| Theme | 1169th | 2.78⭐ | 111🧑⚖️ |
| Graphics | 100th | 4.464⭐ | 112🧑⚖️ |
| Audio | 633th | 3.014⭐ | 110🧑⚖️ |
| Humor | 710th | 2.88⭐ | 102🧑⚖️ |
| Mood | 582th | 3.549⭐ | 105🧑⚖️ |
| Given | 33🗳️ | 88🗨️ |
Nice work!
I did struggle having ALT to talk, it didn't feel very intuitive to me.
Also, not sure if this was just a me problem, but the dialogue would always stop after 1 second and I had to mouse click to get it to resume. I'm playing on Chrome.
I would also like a retry option as I was a bit confused the first time it took me back to go through all the dialogue again (which was frustrating because of the issues I was having with the dialogue stopping).
Really beautiful, well made game.
@tofucat Thank you so much! I'm also on Chrome and haven't encountered that problem yet. I'm very sorry. But at least you were able to progress through the game. I wouldn't want anyone to get stuck. :(
@all: Thank you so much for your feedback. It's really appreciated.
The animation style makes it seem like the screen is running at a low framerate during the 'tutorial' scene; when it's actually not. This could be a stylistic choice, though.
Text scroll speed is fairly slow, but I loved the sound it makes. It wasn't clear I needed to press 'Alt' to advance the text. I also wish I didn't have to listen to his speech every time I die.
I feel like the health mechanics might need some tuning to change the difficulty. Felt like I was dying a lot. Or maybe this exactly what you want for a jam to encourage a brief game loop.
Sound was excellent; I did feel like I was missing some music, but I understand the omission.
Overall, this is an **extremely** solid entry. Mega kudos to you! Keep being awesome!
Check out our entry: it's an immersive synthwave capitalism simulator. ^_^
However gameplay is too hard for me.
Yeah, it's hard, getting the difficulty right. If it's too easy, everyone just rushes through the fight. On the other hand some people like a challenge. I had planned to add 2 difficulty settings. But it was pretty far down the list (just above adding music), so I had no time for that. But this would probably have been the 'easy' variant and I would've scaled up the difficulty a lot for the 'hard' mode. :laughing:
@all About getting damaged, when touching the boss. I hear you and agree to a certain point. The problem is, that without it, the boss would be too easy. Just roll behind it, where projectiles and fists can't reach you and spam attack. This was the quick solution. (just an explanation, why it is like that. No excuse :laughing:)
Thanks for your feedback, all. I'm taking notes. :)
Thank you :)
- I didn't like that you get hit by touching the face of the boss, imo it's enough that it shoots at you and tries to crush you.
- It was a (really just a bit) of a nuisance to spawn at the tutorial level every time I died.
- I wish there was some cool music to go along with the fight!
Great job on the game though.
Cool little bossfight. As you already mentioned, issues like getting damaged when you touch the boss and a general lack of feedback definitely hindered me a bit, but I still played through because the boss design was good.
I think my real issues were that the smash radius of the hands was a little too big and that you had to replay the tutorial every time. None the less though, a good little entry
At first I was going to give my feedback after playing with keyboard, but decided to grab my controller and give it another try.
It feels way better on controller. (but your notes already say that :stuck_out_tongue: )
I think with a little tuning, it could play as good as it looks. (Some of these might be repeats above, but I didn't read through all)
Here are my notes from playing:
- There is a slight lag or delay on the attack swing. (Maybe it's deliberate, but it's just enough it feels sort of bad).
- The choice of mouse button for attack (when on keyboard), didn't work too great for me. I was trying to play on a laptop and the trackpad for attack was awkward. It's better on A button with controller, but I still would have preferred X I think.
- Needs a checkpoint when you die. Having to re-click through dialogue is too punishing.
- The boss animation is absolutely killer!! (But yeah, taking damage when he touches you was slightly confusing, I thought I was trying to avoid his fist attacks).
- An audio mixing pass would help a lot. (Some sounds were very quiet and others super loud)
Great job on this though!!! It's pretty incredible for a jam game. Damn. :fire:
Still, I did have some fun during the fight, and the quality of the animations made the combat almost feel like a dance, which I always appreciate.
You're probably right about the audio. I just don't have much experience with sound design yet. Maybe this will become a bigger focus next time! :smile:
@aviv-levy , @badpiggy Glad to hear, that you liked the progress bar :laughing: Thank you!
@all Thanks again for all the great feedback. Some patterns are already emerging, like: respawn before dialog is too punishing, body-collision is too punishing, bullets too suddenly. Will definitely try to improve on that next time (or if I continue developing on this, not sure yet).
But I liked!!
It is difficult to play this game but it is fun!!!!!!!!!!
I would love to have some background music, the game remain a bit silent or at least some ambiant sound like wind or anything else. But keep going in this direction ! I think you'll just have to learn some boss designs with the principles of "Patterns" and telegraphed attack and then all of your next games will be great works !
Since the Robot has a monitor, so I actually imagine that the robot monitor can display what's next atk it going to deliver, or maybe just some x_x when being attacked, angry face when try to use some crazy ultimate skill. Muzzle can blink a bit before bullet come out, robot arm can be disarm so it losing the whack attack, etc etc..
well just try to express that the game could be extend a lot more in future. well done
Since the Robot has a monitor, so I actually imagine that the robot monitor can display what's next atk it going to deliver, or maybe just some x_x when being attacked, angry face when try to use some crazy ultimate skill. Muzzle can blink a bit before bullet come out, robot arm can be disarm so it losing the whack attack, etc etc..
well just try to express that the game could be extend a lot more in future. well done
Great work overall!
If you want some boss-battle music, give me a shout - I make a lot of random game music :)
I had 2 main issues with the movement:
1 - The player movement kept going even after i released the key, I played on mouse + keyboard so i'm not sure if its just an issue on mouse + keyboard
2 - The attack didn't go in the direction of the mouse so its better to use a keyboard key instead of mouse if the only thing you'll use from the mouse is the click and not click + position
The graphics tho. Oh, the graphics. Smooth, clean and absolutely on point, clean shapes with well-balanced colours and highlighted edges. Mwah, chef's kiss.
All in all, a beautiful boss rush game that made me remember _those days_ when I struggled against Dark Souls bosses and could not wrap my mind around folks beating them with voice commands or beating on drums.
Still, really simple and really well done - great job!!
Otherwise though, I agree with the sentiments about the art, and also the animation. good job.
I died quite a few times, it would have been nice to spawn at the bottom of the cliffs instead of back in the lab so I could try again faster.
Sorry, it was a bit to hard for me to bit the boss. Probably if I'll be more resistant to dying & passing all dialogues again and again I would do that, but today I'm too exhausted :sob:
I think you did a good boss fight (tho I would probably prefer a better checkpoint, slightly less heavy start with more learning curve with boss stages and more predictable attack pattern), which is quite rare for LD games. And I do like how it sounds & looks, so here is my :thumbsup: for that.
It's a lovely small creation and a really great result for a single person to manage during the event! Great job with that.
I hope to find some time soonish, to fix a few of the most mentioned things in a post-jam version.
Excellent art - check
Excellent SFX - check
Funny ending - check
Super fun game - check
I had a great time with this. This game actually made me laugh the hardest when it ended. I love that idea a lot. I also felt like I was super good at this game but I think it was the roll/dodge being so awesome. Excellent work all around and I can't wait to see your future stuff.
Also the scientist says, "Upload the virus. I got the idea from an old movie." Is the movie Independence Day? If so, +100 points!
@caeonosphere Thank you! I was partly inspired by this ludum dare 50 entry: https://ldjam.com/events/ludum-dare/50/wormageddon
It stuck in my head and wanted to create a cool boss fight myself since then. :laughing:
The intro with the tutorials were a great addiction to understand the controls, but I missed some way to quickly restart the battle (waiting the dialogues finish over and over became annoying as the time goes by).
I agree with others comments that the controls were a bit tricky to master
Overall, a good game!
If you run in one direction too long, you walk for another half second without stopping. It seems like an attempt at simulating momentum, but in practice it feels like a control bug that makes it really difficult to attack the boss without running into it and dying. Seeign as this is the only way to attack the boss, it makes the gameplay difficult not by challenge, but by unruly controls. If this is fixed however, this game would be genuinely amazing.
The delay when stopping is definitely a bug and not intended. Strangely it doesn't happen on my controller, only on the keyboard.
I was able to fix this problem and uploaded a patch just now. Please let me know, if it works better now.
For those interested: The problem was, that I was using Input.GetAxis(...) instead of Input.GetAxisRaw(...)
Thank you for the kind words. Yes I have a main project, it's called Monsters of Windy Peak. You can find it also on itch: https://stefan-funke.itch.io/monsters-of-windy-peak
I'd appreciate your feedback on that too, if you find the time!
Also let me know, if I can return the favor. :)
I think a brief period of invulnerability after getting hit would've made a big difference here, as the energy balls are pretty devastating.
The aesthetics are pretty good!
I would have liked to have changed the controls though. With Xbox controller A was hit and Y was roll... I would maybe set A to roll and X to hit, because it's slow to push Y up there to roll and then push A to hit. This was main reason why it took so many tries to win the game.
After death you could have had a checkpoint after the professors speech as the instructions were pretty straightforward and had nothing to do with actual fight tactics. Also, I died once after already beating the robot when touching the fist that had landed right in front of it in the way so I couldn't deliver the virus.
Otherwise the game looked good and polished. Pixelart was very nice. Some music would have been nice for the mood, now there was only beeping and some slash and smash sounds. I liked the gameplay despite the funny control scheme. Timing the rolling in and out of the range of attacks was stressing but fun.
Fists were telegraphed well but the guns could have also been telegraphed like heating up (starting to glow with heat) before shooting. The touch damage was a bit irritating but I'm not sure the game would have been difficult enough without it as it was pretty short when you got your moves right.
All in all, fun game :) Thanks for making it!
Some small feedback I had
- would have been nice to be able to attack in the direction of the mouse
- would be nice to allow for attacks while rolling, or if not, have some form of input buffering, where if you input an attack during the roll, then the character will attack as soon as the roll is complete
- was a bit difficult to tell where the hitboxes where, especially with the boss's main body - ended up playing pretty safely in order to kill it
But overall great job! All the art and the sounds were especially well done!!
@hulien22 Yes! Hyperlight Drifter was awesome. Definitely a source of inspiration for me.
@sebhulhu Yes you are right! That's sadly a weak point of the boss. I improved on this in the post-jam version. You can try it on itch.io (https://stefan-funke.itch.io/machine-meltdown)
@hacksawunit Thanks for the kind words. Very appreciated!
Thanks all for playing and the feedback :)