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Solid Gear Metal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1420 | 3.600 | 3.600 |
Overall | #1689 | 3.360 | 3.360 |
Enjoyment | #1838 | 3.120 | 3.120 |
Presentation | #1942 | 3.360 | 3.360 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play as a top secret bunker owner, defending against a Metal-Gear-Solid style spy
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Cool concept! Fits the theme well.
I do agree it takes a bit of time to get together but once you do it runs so smoothly with challenging gameplay.
Well done :)
Nice gameplay! last level got me thinking a little bit. would be cool to see a version with more guards and the option to increase speed.
Very interesting system, trying to complete the "circuit" for the guard to walk is a clever mechanic. However, there are too few levels, but I understand that level creation is challenge within the time constraints, and it`s even harder for puzzle games.
Also, there could be some practical tutorial
The game has the potential to be expanded upon!
Love the concept, wish I had thought of it.
Great concept, leaves you wanting more! It would be great if the spy could react to the guards' path and tries to avoid being seen, such that the goal is to make an impenetrable guard routine. Still a lot to explore with this idea, keep it up!
Thanks! Ben and Jeremy actually implemented that and made a couple of levels based on it. I didn't have time to create the art for those levels and we didn't have time to add any feedback telling the player why the spy had stopped so we had to drop it. But yes! We would have loved to explore that mechanic.
this is a cool game! It took me a moment before I realized I had to catch the spy - I thought I was supposed to make a path for the guard that stops them from seeing the spy. But once I understood it it was a fun puzzle game! It would be cool with some more levels
Minor nitpicks: The "try again" button being above the "next level" button made me keep restarting the level by accident. Also I kept wishing I could rotate the level around, because the camera angle is a little weird
Thanks! That would have been an interesting direction to take it, we didn't consider that. We were looking to add mechanics as the shipped mechanics were difficult to write interesting levels around so maybe that was the missing piece to our puzzle.
Thanks for your feedback on the order of the buttons. Next jam I'll spend a few minutes playing games in a similar genre and see how they lay out their buttons so we can make ours feel more familiar. And yep for the camera, I'll think more about that next time.
I really struggled to figure out how to make a valid path. I didn't understand that the guard needed to also face the correct direction when reaching the starting point again. Once I got that down, it was very enjoyable. Nice work! Hope the feedback helps.
It took me a while to figure out what a valid path was, but in the end I had only one problem: that there were not more challenges. :-)
Excellent presentation here! This is a great take on the theme, being able to assign guard routes to keep the spies out of your base. I'd definitely like to play an extended version of this one if you happen to work on it after the jam!
Fun idea - the Red Hot aesthetic works with the style but it's confusing to pick up on at first - that being said, adding in the circuit mechanic to a stealth game was cool!
The concept is okay, but it wasn't too easy to understand how it works. I would love to see some levels where you have more guards? Or maybe some interactions?