WASD to move, Mouse to aim, left mouse button to use arm to punch/grapple Controller can be connected and used as well, left stick and right stick along with left and right triggers.

I apologize in advance for the first level being impossible and the getting stuck in walls bug.

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  • Veralos
    Lv. 38

    I like the idea, but the execution leaves a lot to be desired. The basic platformer controls feel pretty good at least (decent movement speed, jump height and gravity plus no collision issues), though it would be nice if the jump height depended on how long the button is held. Unfortunately, the rest of the mechanics feel quite buggy. It's a shame because a grapple arm sounds like it could be fun.

    Not much to say about the graphics; they're about as basic as you can get. The sound effects are decent (aside from the repeating sound when your arm hits a wall). I really enjoyed the music though. It's probably the best part about the game.

  • SirTotallyAverage
    Lv. 15

    Got stuck at the level 2 exit as well. Like the soundtrack. But shooting the arm into a block sounds bad (infinite loop? Make sure you check the sound isn't already playing before playing it again). Also, wasn't sure how to use the grapple-hook feature you mention.

  • Kwis
    Lv. 67

    The game crashed in the 3rd room (the one where you have to shoot one guy from above) as I was unable to get to the next level and I didn't feel like trying again :T

  • Joseph
    Lv. 4

    The idea of shooting a bionic arm is good (was super fun in Metal Gear Solid V), and I was surprised by how tight the basic collisions for moving and jumping was, so good job on that! I also like the music track, it gives off a nice retro steampunk vibe.

    As KilvenDeneras mentioned the third level doesn't work. I didn't have too much trouble aiming as he did though, except when you reach the end of the second level your character starts aiming upward and it won't control correctly.

    It seems like getting the basic engine down took most of your time, so you might consider developing a simpler engine for your next game jam so you have more time to develop the ideas, mechanics, and concepts.



    • Joshua Powell
      Lv. 2
      Joshua Powell Coder of Mutant ARM-Y

      5yrs ago

      Thanks for the compliment on the music track, I'm really proud of it! I was going for a grungy 8 or 16 bit cyberpunk vibe so I'm glad it came through. I had written another shorter loop for the "title screen" that never got implemented, along with art that was done by a team mate that also never made it in (It was done on paper and the process of tracing and animating it took too long).
      You're right in that most of the time was spent getting the engine working. I'm really happy with how collisions and the arm movement turned out and I'll definitely be tinkering with it as a hobby project. I still didn't get grappling down to my satisfaction and getting it to work took the majority of the second day.
      Beyond the engine I spent a little time organizing my project for ease-of-use. I wrote scripts to handle input (from mouse and controller) and made everything a parent object with predictable variables to cut down on "variable not defined" errors that I get a lot when working on other projects.

  • KilvenDeneras
    Lv. 3

    Alright, I went in to try out your game and looks like it'll only go as far as level 2.

    When I reach the door in the second level, attempting to interact with it gives this error

    action number 1
    of  Step Event0
    for object obj_flier:
    Variable obj_flier.moveup(100016, 
    -2147483648) not set before reading it.
    at gml_Object_obj_flier_Step_0

    Thought I'd share it with you, just to make sure you see it.

    One thing I would have tried to get tighter would be how the mouse position affects your aim. It seemed the arm lags behind the movement of the cursor. Made it a bit difficult to control initially.

    • Joshua Powell
      Lv. 2
      Joshua Powell Coder of Mutant ARM-Y

      5yrs ago

      The lag is actually intentional. The arm looked really weird when there was no lag, since it would go from pointing up immediately to pointing down. I could increase the increments it moves.
      I'm surprised that you got past level 1, as I can't myself. Next Jam I'll put in testing controls to "cheat" if it comes down to the wire.
      As for the third level, I threw in an object at the very last minute and didn't have time to test it. It might not be inheriting the parent enemy object's variables, I'll look into it soon; two days of coding/designing burned me out and I'm currently a student. Rest assured you didn't miss much, since the third level was the last one anyway.

Creating this was a blast, despite hitting roadblocks that stopped me from implementing everything I had planned. The biggest takeaway from this for me is that I should do more preparation work before the jam begins in order to streamline things after the clock starts.
The tools I used were:

  • Gamemaker Studio 1.4
  • BeepBox
  • BFXR
  • GIMP

I was also going to use Spriter for animations but ran out of time. The majority of time was sunk into getting the arm on the main character behaving the way it should. Gamemaker's angular and trigonometric functions are difficult to master and moving targets complicated things. Next jam I'm going to make sure I have a more even spread of my time across all the aspects of the game, since the coding portion ended up cannibalizing my attention. This project is far from finished, and I think I will continue iterating on it.