A downloadable game for Windows

Arm Yourself!

In Arm-ageddon, you play as B. E. A. R, a robot trying to survive and escape from a post apocalyptic world of robots, radiation, and rock.  In this demo, you'll attempt to survive against hoards of enemies for as long as possible.  To do so, you'll need to equip various arms.  You can carry two arms at the same time, but be careful.  Taking damage will damage your active arm, but so will shooting, so aim your shots wisely!

After defeating enough enemies, the P1N Key will spawn!  Find it, and bring it back to the door.  Just be careful it doesn't take too much damage as you do!

Controls

The controls are as follows:

MoveA / D
JumpW
Pick Up ArmSpace
Attack with Left ArmLeft mouse button
Attack with Right ArmRight Mouse Button
Discard ArmQ

Download

Download
Arm-ageddon.zip 27 MB

Comments

Log in with itch.io to leave a comment.

First off want to tell you guys the game looks great, you've really improved how the game looks since your first development demos in class. 

1. I survived for about 2 minutes. I'd say the AI behavior can be a bit challenging but I do like the jumps they do since its some added challenge but I think adding various AI behaviors would like one that is easier to hit maybe would make the difficulty perfect. 

2. I think the enemies were good. I think making some of them patrol rather than seek out the player when they spawn would help. Because at times those swarms do feel a bit too crowded.

3. Arm swapping was great, my only issue is that when you only have one weapon you can switch to your empty slot. I accidentally did this and thought the auto gun was broken, so I think not allowing the player to switch to an empty slot when they only have one weapon would make your inventory system perfect. 

4. The controls were fine, I think tuning jump height or maybe adding a double jump would be the last improvement to make there. Other than that controls were fine and played pretty well for the most part.

5. The UI is probably my biggest critique so far. The timer and inventory UI was fine. But nothing from what I've seen communicated health levels. Even a low health warning would've been fine too because I had no idea how close I was to dying until I got the game over. 

6. I think everything was visible. The camera was fine, the UI was good, and I could identify weapons I could pick up pretty easily. 

7. The one thing I'd say felt like a bug was the single shot cannon. It felt very unresponsive at times. I don't know if you guys have a long delay for that weapon, but it's behavior felt very inconsistent. I think you may just need to shorten the delay on it and tweak that but regardless that is definitely something you guys should look at improving for the final release.

Good work though guys, I like what you guys have and this is honestly a good base for a full game because I could see a fully fleshed out version of this game being really fun! Good luck on the rest of your development guys!

-Micco

1. The clock was at about 2:30

2. I felt like the enemies were in a good place. There was a lot of them but not enough that you couldn't sort of train them all together, which is good I think. 

3. I actually did like the arm swapping. Maybe it's just because I remember your presentation from in class, but it felt very natural to me.

4. Yes the controls were smooth and made sense.

5/6. I like the arm UI at the top a lot. I think that was easy to understand. There were some things I was confused about when I first launched it up though. At first, I thought the enemies didn't cause damage, since I didn't see a health bar or anything. It took me a second to understand that the hits from the enemy were subtracting from my weapon health, which was actually my health too. I like that idea, so I'm not suggesting you change that, I just think maybe a dialogue box or something that explains that might be a good idea. Or maybe even adding just in a sound effect when the enemy hits the player to let them know that the hit did register.

7. No, I don't think I encountered any bugs.

Overall, cool game! I like what you guys have done.

Hi, this is Matthias. In response to your questions:

1. I lasted about three minutes once I got a handle on the controls. I felt like I was playing a game that was medium to medium hard.

2. In the beginning, there were enough enemies that I could handle. Near the end, I was ganged up on by a horde of enemies. For the final build, I suggest that you tone down the enemy spawn rate.

3. I felt that swapping arms was intuitive and smooth. My only complaint is that the arms don't respawn, and there are a limited amount of arms to use. I know this is still in development, but its something to consider.

4.  The controls made sense and were really smooth. The only thing that I would change is by making the space bar be shoot, and the right click be switching out the arms.

5. The UI was very clear. I knew how much ammo the arms had as well as how much hits I had left before dying.

6.  I thought the art style communicated the game well, but I found it hard to gauge where the enemies were, as they spawned outside of my field of view. I think either a minimap or pulling out the camera would fix this issue.

7.  The only bug that I encountered was that you have the mouse location be where you are aiming your shots. While this might work for a FPS, it confused me as to where I was shooting. I believe that the character should shoot according to where the arm is pointing at.

That is my response. Good Luck!

  1. I think it was around 3 minutes. I died because I ran out of weapons.
  2. I feel like the actual enemies that make it your way is a good number. However when back tracking seeing a massive hoard of enemies is slightly nerve racking.
  3. I think that I would like having each arm be a different button better, but the current way was now bad. When I lost one arm, it did not auto switch to the other though.
  4. Yes
  5. I was confused about the players health while having no arms. I stood next to an enemy for several seconds and didn't die. I had to run around some more and jump into an enemy to get a defeated screen.
  6.  Nope everything was easy to see.
  7. I was able to get to a spot where the enemies were not able to get to me until one of them had a super jump (I assume this is a bug) and then got to me.

Really cool game! I love the music. I think the level's fun wears off after a bit due to the limited guns and platform jumps. I know time is the biggest thing for everyone though.

The game is coming together really nicely, great job! I am going to try to answer these questions in as much depth as I can. This is not a criticism of your game, just a way to try to be helpful. 

1. I survived around 44 seconds the first time because I was trying to pick up the arms with left mouse button and then I re-read and figured out it was with E. The second time I lasted until around 2 minutes because I just ran and avoided the enemies. I gave up because it felt like I could have kept avoiding enemies indefinitely. I think if you try to fight the enemies it is difficult to survive because the enemies swarm on you and back you into a corner. If you just avoid then it was fairly easy because you can jump really high and run fast. 

2. I like that there were a lot of enemies that would spawn because it made it feel intense to have to avoid them all but when I first started the level the world felt sort of empty. I understand that this was probably to give the player a chance to get an arm without instantly dying but it's something to consider. Also, since the enemies would all just follow you, it was easy to lure them away since you are faster than them. So, if you were trying to collect a specific arm you could just lure them away and circle back. Instead of increasing the number of enemies you can experiment with their behaviors. Maybe when the player is out of reach some of them will go back to wandering around? If you wanted to make different enemies without having to make new art- you could use the same asset just give it a different color. You could also change the size of them- i.e. small robots are faster but easier to kill while bigger robots are slower but have more health. 

3. I naturally wanted to click the left mouse for the left arm and the right mouse for the right arm. It was a little difficult to get used to having the right mouse switch them. I also kept wanting to click on arms to equip them. One thing you could try is having the active arm be whatever was last used. So the player could use the two mouse buttons for the two arms and whatever arm they last used would be the one that is accumulating damage. That way the player can switch between the two arms seamlessly. I'm not sure if this would work for your game or not, but it is something you can play around with. I think having dedicated buttons might not work because then you would have to have both hands on the keyboard and you wouldn't be able to use the mouse to aim. This could work if you had it auto-aim.

4. I liked being able to jump so high, that was really cool. I also liked how fast you could move. It felt smooth overall. The only exception was trying to pick up the arms. It was difficult stopping near the arm to pick it up. I had a lot of trouble with the controls at first. I kept clicking the right mouse button for the second arm. I never discarded arms because Q felt like a weird button to reach for. I constantly had my fingers on W/A/D so even pressing E felt awkward (at first) but eventually I got. At the beginning of the level this was fine because I could stop moving and pick up the arms but in the middle of the level it was really difficult to grab arms because you the pick up radius was so small you had to be really close to it. Since I ran away from enemies by running and jumping around, it was difficult to land near the arm just right. After I played a few times the controls got easier because I got used to them. I also didn't realize that your mouse was supposed to help you aim. I had my mouse by default near the platform so I just assumed the range of the arms was very small. Eventually I figured it out and the game was more fun because I was actually able to kill some of the enemies. Having that in the instructions or some kind of visual queue might be helpful. 

5. I think the HUD made sense and I really liked the arm health display and how it would show which arm was active. I do wish it was bigger though because I didn't really look at it when I was busy fighting against the enemies. I did wish there was some way to see if the enemies got damaged. When I first played I didn't hit the enemies enough to kill them so I just decided to run away instead of fight them.

6. Everything was pretty easy to see. The grey stood out nicely against the orange/rust colors of the background so even though the arms were small it was easy to find them. I think the art style was cool and I think it did a nice job representing the environment your team planned for. 

7. I didn't encounter any bugs. At first, one of the arms wasn't working so I thought that was a bug but it was just because I had the mouse pointed down towards the ground so I didn't see it working. 

Overall, I think you all are doing a great job! This game has a lot of potential and I look forward to when it is finished.

-Breanna Flickinger