MenacingMecha

MenacingMecha

@menacingmecha.bsky.social

โœจ Generalist indie dev & known goblin fan, mostly making "crusty" early 3D style games. He/Him Can't access DMs, please email instead โœ‰๏ธ: menacingmecha@proton.me ๐Ÿ›’: https://store.steampowered.com/app/3459420/Y2ROLL ๐Ÿ : https://www.menacingmecha.uk/

485 followers31 following267 posts

man i'm worried people won't replay this high skill floor, ultra high skill ceiling genre enough, we should add choosing between three things to add RNG, knowledge walls and beginner traps to the experience!

yeah that OoT direct huh Other NPCs and areas they showed look fine, but Link and Kokiri forest are real rough Also immediate crimson flag from opening with "here's our faithful remake: first thing first, here's the new jump button. The game now looks and feels like BOTW!"

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I'm not entirely opposed to changes however, like as long as there's downsides to dashing, I don't mind "hold roll to dash so you aren't mashing". Roll spam isn't even optimal! ...however...

There's zero chance of the version that's adding a jump button is keeping side jumping and backwalking being optimal though, so I don't see how this could be anything other than just an ugly version with less depth to print money off people who don't view games as art.

yeah that OoT direct huh Other NPCs and areas they showed look fine, but Link and Kokiri forest are real rough Also immediate crimson flag from opening with "here's our faithful remake: first thing first, here's the new jump button. The game now looks and feels like BOTW!"

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Mario is a platformer. The challenges and level design are centered around using your jumps as a tool. Zelda is not doing this. In Zelda, the tools you navigate the environment with are the items that you accrue. Jumping is not important, as it not a focus of the game.

It's also more fun to jump when it's a contextual "every now and again"! However, because every game needs to play the same now, Zelda now has a jump button. Mark my words they'll add a parry mechanic.

yeah that OoT direct huh Other NPCs and areas they showed look fine, but Link and Kokiri forest are real rough Also immediate crimson flag from opening with "here's our faithful remake: first thing first, here's the new jump button. The game now looks and feels like BOTW!"

The reason why it's important that you jump when walking off the edge vs with a button is that it immediately establishes context for how you are being asked to engage with and navigate the environment - especially in comparison to Mario.

something interesting I've noticed in the rise of LLM slop text is I've started caring less about my writing being a bit messy, because it's more clear that it's definitely a person that wrote it and not copy pasted from a chat bot

MenacingMecha reposted

Happy #screenshotsaturday, y'all. Everyone tells new devs to start learning by cloning games like Pong. My advice: don't stop at Pong. However long you've been at it, recreating games or mechanics you like (or don't like) helps you understand the hows and whys better than just playing.

really enjoying the avatar FG, which is surprising because I normally don't like anime fighters at all not really touched anyone other than Sokka. assumed he'd be a sword char, but he's actually boomerang El Fuerte

It's been 1 year since Y2ROLL released! If I remembered ahead of time, I'd have scheduled a big sale, but oh well I'm still quietly tinkering away on my next project, but I'll try and stop procrastinating on writing up the post mortem, since it's definitely been long enough now

MenacingMecha reposted

I'm learning how to make games on the PlayStation 2! I plan to use the console's limitations and low-poly geometry to make a unique short horror game. For now, here's a few ominous shots with fitting music.

- new wider, easier track - both tracks selectable from menu after choosing game mode - adjusted speed - manually boosting is disabled lap 1 of time trial - time trial now saves and loads best time Feature complete! Final day of the jam will just be polish and content

spin out! while gentle turns decrease speed slightly, particularly harsh turns are punished by the player losing grip, demanding a gentle touch as they fly around the track grip can be regained by continuously driving straight - or even faster by letting go of the accelerator

lisp game jam end of day 2: - new test track - acceleration - trigger area detection - mouse input! given precise analogue inputs are demanded, thought it'd be a good idea to have the game be fully playable with mouse and keyboard #love2d

main branch of StS2 has finally been updated, so here are my stats played every char until A10 clear, and got 3/5 didn't realise multiplayer would be counted, so minus 1 Silent and Necrobinder games

MenacingMecha reposted

#portfolioday I never usually do this because I don't really feel like I have any sort of coherent portfolio (working on it), but hey I'm freelance illustrator and like to design stuff that's mainly mecha/knight related and I'm always in search of work ๐ŸซŽ linktr.ee/turnip_juice

#dcjam2026 day 1 following on my jam prep with transitions to and from sub menu stacks (inspired by hump.gamestate) experimented in the past few days with more detailed walls, but all the assets will be replaced with things created during the jam #love2d