Fiebre Mecha is a jam game about a tiny-but-mighty flying mech that protects future cities inside an expanding arena. Your combat craft comes equipped with multiple defense systems to help you keep the city defenses from falling. Shoot dozens of missiles, swing your mighty sword and use your exploding dash to stop all incoming alien ships!
Three things I like:
- It can be really difficult to find a full 7 days to dedicate to one event, especially with a full-time job and life going on, but it was a lot of fun to take as much time as I could for GBJAM 5 to work on this. While I didn't quite get it all as finished within those 7 days, I was still enjoying the idea enough to finish it off in the next 7. Working with the resolution/color restrictions was a good exercise and kept me focused on getting as many gameplay features as I could in.
- While a lot of the ideas could have used a more refined execution, I like that I kept adding in left-field ideas like the initially confusing UI (flying a mech should have some fiddliness) and the camera starting to move only after the second level. I have problems with communication at times but I think the game does a reasonable job of easing the player into using all of their different moves in concert to tackle the tougher stages.
- Particle effects are a lot of fun to work on and add to each new game I work on. I have a pretty good pipeline for creating and adding new effects into a pooling system and it wasn't too much work to get them in at the prototype stage and see an immediate impact.
Three things I don't like:
- Sound and music added a whole lot to the process and I wish I had had them in for the jam deadline instead of adding them after the fact. It's a simple thing to take a few hours and get a halfway decent representation that helps communicate your ideas. Indeed, I could've added a few more effects like the player or the player's sword colliding with various objects that I think could've really helped sell the "mech" effect quite a bit. Little things like this matter when you're working with such visual restrictions.
- While I did have a good difficulty curve to help players get to grips with everything and add a difficult but fun challenge for the last two levels, there still wasn't enough in-game communication on how to play or how best to play. I added a readme and an in-game readme after the jam which I do like a fair bit but there's still something unsatisfactory about looking to a text menu for how to play. In-game tutorials seem ambitious for a jam but I think it goes a long way for getting people up to speed quick in what is usually a very quick experience.
- The main thing that I think is lacking is a more focused art direction and assets that read better. Many of the objects in the final game are still colored primitives. Even the mech's main mesh is just a capsule. I wish that I had gotten a collaborator who could've devoted time to this aspect. Even without that, it would've been possible to combine primitives or simple textures in a way that wouldn't be so obviously a combination of basic shapes.