Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Mechajammer (formerly Copper Dreams) - cyberpunk RPG from Whalenought Studios

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,689
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
cool visuals over polish

That's been like the gamedev motto for at least 20 years.

Take their money first, apologize later/never.

And we wonder why everything is in decline.

Yeah, I don't think quoting my words out of context like that is appropriate in this case though. They obviously put lots of effort into unique gameplay stuff (Vehicles! Traveller-like character system! Lots of dice rolls!). It's not just hurr durr pretty graphics (which aren't even that appealing in a mainstream sense anyway).
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,850
cool visuals over polish

That's been like the gamedev motto for at least 20 years.

Take their money first, apologize later/never.

And we wonder why everything is in decline.

Yeah, I don't think quoting my words out of context like that is appropriate in this case though. They obviously put lots of effort into unique gameplay stuff (Vehicles! Traveller-like character system! Lots of dice rolls!). It's not just hurr durr pretty graphics (which aren't even that appealing in a mainstream sense anyway).

I'm more lamenting the loss of actual talent and innovation in the industry, rather than anything about this specific game (which I haven't tried).

Letting marketers and numbercrunchers lead game studios ended up being a moronic decision for producing quality products, nevermind art.
 

BlackGoat

Arbiter
Joined
Sep 15, 2014
Messages
505
Joe and Hannah are cool kids, but I think it's clear now that they're not the type of developer that should ever have been making full-scale RPGs. If you want to focus on unique mechanics and cool visuals over polish, production and the creation of worlds, make an action game or a scenario-based tactical game or something. Either that or drop the indie dream and join a larger studio that does do those things that you can't.
Something more like a level-based Deus Ex style RPG with these graphics (or in the initial style they pitched on Kickstarter) and what appeared to be the initial more pared back mechanical approach would've been manageable I think
 

don_tomaso

Liturgist
Joined
Jan 9, 2006
Messages
292
So, from the first few hours of playing:

- NON-REBINDABLE KEYS. AAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH. WHY?! WHY DO DEVS KEEP DOING THIS. REBINDABLE KEYS ARE LIKE 1 OR 2 DAY OF WORK TO IMPLEMENT!!!!! FFS!!$%!&/(&/!)(&/)(ZHUOHJlkJKBLghdfjklghjhkl
- Default keys are inane. Q for quicksave, right next to the camera movement/driving keys. Oh, and there's only one slot for quicksaves. L to enter the Load menu - which is the only way to get there. Yup, ESC does not let you enter a menu that would let you save/load. Nothing is bound to F1-12 keys... :lol:
- There's quicksave - but not quickload. :lol:
- Not sure what the 2x/4x/8x entries in the menu do. I assume anti-aliasing? Not that it matters, as the game will just reset whatever you select to nothing. :lol:
- Loading a game removes all items from the ground, found that out after throwing a bunch of knives. All knives gone after reload.
- Navigating in the game is an absolute PITA: You cannot click where you cannot see (not even if you've been somewhere already). Click behind a door to walk through it? Nah. Good luck trying to open a window to jump through it without having your char walk around the entire building to go outside the window instead.
- ESC closes menus. Sometimes. Sometimes it doesn't - within the same menu. It's like ESC also needs to roll some dice to work. Very meta :lol:
- Enemies respawn at the speed of light. Don't blink or they'll be back. Makes armor entirely useless as the relentlessly respawning enemies will eventually wear it down.
- You need to roll the dice to repair an item. Which consumes a repair kit - even on failure. Did I mention there's no quickload?
- Tutorial gives misleading advice and tends to bug out.
- There's a map, but it doesn't let you add notes.
- There's a notepad - but no quest log whatsoever.
- Wasn't able to convince a single vagrant to join me or tell me rumors (despite being specced for social).
- Trying to aim at two-pixel-large body parts while enemies walk around in real-time is a wonderful experience - if you enjoy grinding your teeth on sand paper, anyway.
- Art style makes it VERY hard to make anything out. No key to highlight interactable items. Opening lockers and picking up items is SUPER fun - did I mention sand paper already?
- No combat or dice roll log. Why did you fail a hack/lockpick/charm/etc.? Game won't tell you.
- Reload to find your character suddenly surrounded by nobody, by some enemies, by like a hundred vagrants. ???
- Sometimes, your character just stops moving. That's it, time for a reload.
- No telling what chances of success for an action are beforehand. No % indicator, nothing.

About the actual gameplay...
Got no clue whatsoever on how to proceed in the starting area.
I found PC to lower the bridges, but despite a char specializing in hacking, learning & social, I was unable to hack it after multiple attempts. I can only assume you need to find the password. You even need to guess the username in order to attempt hacking...
Searched the entire level for password hints, been in every room, nothing. Although I guess it is possible I missed some rooms as the graphics and map make it barely possible to tell where you can actually go... or that I missed some three-pixel-large items as there's no way to highlight what is interactable. Or that I loaded a save and the game removed some vital item on the ground.
Got to the boss - unkillable, takes no damage from anything. Or my char does not do enough damage. Who knows, the game sure won't tell you... Knockout works every time though, so he's completely harmless :lol: Doesn't matter, as he doesn't have anything useful, either.
As a small bonus: Knock out the boss and reload to have him walk to you, talk to you and initiate combat again - even if you are in another room :lol:

Yeah, I know, Serpent was also obnoxiously opaque in wtf you are supposed to do, but come on, this is the starting area.
People are going to play this, get stuck, downvote and move on to more joyful endeavors...

After an hour this is basically my experience as well. I think the most fun I had with the game was wondering about that 2/4/6x option, "is it aa, mip mapping, hm", and then having it reset anyway :)
 

Terra

Cipher
Joined
Sep 4, 2016
Messages
922
Well the game's certainly going places, the beta version actually made it to the menu and into regular gameplay, for me the release build is just hanging on a persistent black screen when you launch it. Impressive.

Edit: fixed this myself by deleting the files in and relaunching: C:\Users\<Username>\AppData\LocalLow\Whalenought\Mechajammer
 
Last edited:

Darkozric

Arbiter
Edgy
Joined
Jun 3, 2018
Messages
1,843
Hey can you guys lie and say this game is really good so I can continue shitting on Darkozric

It was screaming from miles that this is an abomination, both visually and gameplay wise but you preferred to play the spider journalist.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,607
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I think I'm finally done with Kickstarter and Early Access (except probably for Owlcat).
Hopefully this will turn out to be something reasonably decent or at least playable, but for now I'm racking it up as yet another donation to speculative game development and innovation.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,850
Recruit large squads of mercenaries, gang members, and thieves as companions.

I've got a soft spot for large teams. What is the max limit of companions? Does it lag the game? Is the AI good?
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,850
Fixes incoming. Serious question, but why didn't they release this in Early Access? Game clearly needs some extra time in the oven.

https://store.steampowered.com/news/app/485400/view/3112547107428920392

Mechajammer | Fixes Incoming!
A player update to address the road ahead.

First things first: a huge thanks to those of you that have picked up Mechajammer so far, rolled your first character, and begun your journey through the jungle colony of Calitana. After years of development, it’s been amazing to read your comments, watch your streams and generally see you interacting with the world that we’ve created.

As always when games from small teams are put out to the masses, certain problems come to light that hadn’t been surfaced previously. We’re seeing some issues raised around the general onboarding process and starting area, some game freezes tied to quick-saves, and inexplicable respawning enemies, amongst other things.

And yes: we definitely hear you on the controller support and re-bindable keys front.

We are diligently collecting all of this feedback and building this into the ongoing development schedule. Many of the issues we’re seeing will not be issues for very much longer at all, and feature requests are being prioritised based on how commonly you folk are asking for them.

Look out for a more detailed roadmap of what’s to come very soon.

Until then, we have an interim update going out next week which will:

General:

Remove flaws for all backgrounds
Remove being injured by failed actions
Rebalance of advantages/disadvantages
Make loot easier to see and pick up
Auto reload guns.

Balance:

Make PTSD less impactful
Make Exhausted less impactful
More ammo for ranged weapons
Make Hacking more effective
Make non-melee builds more useful
Combat balancing


Bugs. Fixes for:

Hard lock if quicksaving during combat
PTSD causing endless running away
Autosave can stop music playing
Unconscious enemies regain consciousness if a save is loaded
Players cant get to front end when player dies.
Notepad saves incorrectly if you hit Esc to exit the feature
Sometimes vehicles can fall through world in some places, causing player death.

We’re sorry launch hasn’t been quite as smooth as we would have liked. There’s plenty to look forward to in the weeks and months ahead, however, and we will be continuing to keep our ear to the ground for your thoughts and feedback.

Thanks again for your support and patience. More from us very soon…

—Whalenought Studios & Modern Wolf
 
Last edited by a moderator:

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
10,098
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yeah you get the access code from him. I can put it in spoilers if you end up struggling to take him out with your build, assuming it's the same on every run.
Just out of interest:
How did you get that from the guy?

In my (and others') experience, he takes no damage from anything. I probably kited the dude with like a dozen throwing knives for 10 minutes or so - not a dent.
However, you can knock him out with apparently 100% success chance.
But he didn't drop shit when I knocked him out, leading me to believe that knocking people out somehow does not let you loot them.

Also, what silly design to allow players to skill hacking only to have the first computer you'd want to hack be impervious to it... :lol:

certain problems come to light that hadn’t been surfaced previously.
HOW?!?!?!?!
 
Last edited:

PEACH

Arbiter
Joined
Jan 22, 2017
Messages
286
Yeah you get the access code from him. I can put it in spoilers if you end up struggling to take him out with your build, assuming it's the same on every run.
Just out of interest:
How did you get that from the guy?

In my (and others') experience, he takes no damage from anything. I probably kited the dude with like a dozen throwing knives for 10 minutes or so - not a dent.
However, you can knock him out with apparently 100% success chance.
But he didn't drop shit when I knocked him out.

Also, what silly design to allow players to skill hacking only to have the first computer you'd want to hack be impervious to it... :lol:

I aimed for his head and attacked him repeatedly with one of the machetes(?) his grunts carry. I'm specced in blunt but it didn't seem to matter and after a couple tries I got him down. Basically the same thing happened after he reanimated only with the wrench instead.

Not sure why knocking him out doesn't give it to you, it was the first thing I tried too. KO seems pointless unless you're just trying to get mobs off your ass while you're moving past them.
 

Tao

Augur
Joined
Sep 13, 2015
Messages
377
So the more age you get in the chargen the less capped the learn and occult virtues are?

So far i played two hours but i don't know how because i did nothing but beat the tutorial and die in the first area to autoinflicted wounds for rolling less that 6 bashing crates (you need unarmmed to do that it seems) with the gun that give me nothing because i have elitist disadvantage :oops:

Tomorrow i'm going to try again with another build but the game needs a bit more time to be at least functional and not a chore.

edit: Visualy is also a decline imo. I can't believe they ended going with this lowpixel style and non personality fonts among all the styles they went through development.

I want to support them but man, it get hard.
 
Last edited:

grimace

Arcane
Joined
Jan 17, 2015
Messages
2,088
Some thoughts from a grimace who has played every iteration since the first alpha available of copper dreams . . .



The reason for the "art" changes was probably about:
- visual consistency
- 3D polygon animation was out of the scope of budget and ability and time available for project (sprites proved easier)

Companions?
- I dunno
- There was a build focused on switching control between two characters for flanking, stealth, creating distractions (this slowed combat gameplay to a crawl)
- Syndicate game or Shadowrun SNES lets you hire a helper


Moving forward?

- Bring back the combat simulator mode with the death match / capture the flag / last man standing for testing your character build

- I dunno
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
Does anyone know how character progression is handled? I didn't see any experience points or the like when I was playing yesterday.
 

PEACH

Arbiter
Joined
Jan 22, 2017
Messages
286
Does anyone know how character progression is handled? I didn't see any experience points or the like when I was playing yesterday.

Only progression I've seen so far was from a consumable item that gave me an extra die to put in one of my skills.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
Only progression I've seen so far was from a consumable item that gave me an extra die to put in one of my skills.

Uhg. I don't mind exploration-based "found consumable" progression in my RPGs as an aspect of character building - in fact I quite like it. But I'm not a fan of it being the sole means of character progression. Between this and the health regeneration, I am much less enthused to play this once they get the technical and QoL issues sorted out.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Only progression I've seen so far was from a consumable item that gave me an extra die to put in one of my skills.

Uhg. I don't mind exploration-based "found consumable" progression in my RPGs as an aspect of character building - in fact I quite like it. But I'm not a fan of it being the sole means of character progression. Between this and the health regeneration, I am much less enthused to play this once they get the technical and QoL issues sorted out.
I take it from the description of the birth kits and one of the skills (repair?) that it isn't the sole means of character building.
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
I take it from the description of the birth kits and one of the skills (repair?) that it isn't the sole means of character building.

I would certainly be happy to find out it isn't. But what would you think the alternatives might be? Pay to be genetically modified further? I could deal with some progression tied to currency.
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
I take it from the description of the birth kits and one of the skills (repair?) that it isn't the sole means of character building.

I would certainly be happy to find out it isn't. But what would you think the alternatives might be? Pay to be genetically modified further? I could deal with some progression tied to currency.
US Gov't option:
Those who cannot afford to buy a private kit can accept the public option provided by the US Government. Birth kits often determine job paths later in life.

Quinton Genetics BioPlus:
Citizens can purchase premium injections from Quinton Syndicates, improving their native abilities and minimizing the need to labor at learned skills. Birth kits blah blah

Natural Birth:
Unregistered and unemployed citizens do not qualify for the public option, and are not able to upgrade their child's genetic structure. Birth kits blah blah blah
 

Lyre Mors

Arcane
Joined
Nov 8, 2007
Messages
5,438
Quinton Genetics BioPlus:
Citizens can purchase premium injections from Quinton Syndicates, improving their native abilities and minimizing the need to labor at learned skills. Birth kits blah blah

Yeah, I just assumed this was flavor. Particularly because it was tied to those pre-generated character options. Would be nice if it is actually tied into the future gameplay though.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom