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Hello everyone!

So FEED MY MECH was more robust than I expected, but it did mean that naturally the very first video ran past where I thought it would be length wise. I realized a lot of people might bounce off it early, but it's probably better there's some general explanation anyways for when the video does go public.

Currently the embed is an unlisted YouTube video, as I did look into embedding it through Patreon and it didn't look very good from the warnings. I may put up an alternate upload of it here but the warnings about bitrate didn't seem promising to me for posting gameplay directly especially when it's a visually darker game. More than that I imagine 99% of you are using YouTube directly on your monitor/TV for most videos and tying you directly to the Patreon app (or god forbid needing your TV browser) would just be fucking stupid.

Still, how many of you DID play Feed My Mech? Did you like it or bounce off? Did I miss THE DEEPEST LORE because there were hidden walls I never found or I misinterpreted the story of the creation? How the hell did I get tricked into Steel Battalion Fazbear in the very first video? I'm also curious if we should try to aim for a "regular date" as in genuinely aiming for beginning/middle/end of a month, or just keep it sort of rolling with the cycles. Maybe a standard 4 weeks would be better compared to the 3(?) this had notice for, I'd imagine everyone else is pretty damn busy too these days.

There will be a post collecting submissions/votes for the next one soon. Until then I'm back to finally wrapping up BioShock.

Files

Feed My Mech GC Review

It's Feed My Mech! Welcome Patrons, and also people who found an unlisted link from somewhere as is tradition. I thought the game might be shorter, but as usual I was not ready for Freddy.

Comments

Cowit

I bounced off pretty hard after about a hour. I really like the control scheme but the level design of the second level and how finnicky it was to actually collect the blackboxes was too much for me. I got eaten by a little critter and it seemed like I had to do the whole thing again. And I didnt really understand when the little guys needed to be burnt off or shot? I'd really like another crack at the idea. The internal controls are awesome, everything outside the mech was just not my taste at all.

NekoiNemo

> and tying you directly to the Patreon app Thank you for not doing that. Patreon's CDN for the videos is unbelievably awful (i love having 400-500ms request time on 4 ~5s chunks of the video, and 20-30s request time on the 5th).

Sucky_Player

Gave it a shot for about 45 mins, but couldn't gel with the controls. I get that's the point, just not my cup of tea.

MandaloreGaming

I think people tie it onto Patreon because they worry it makes the videos easier to leak or whatever, but like everything on the planet trying to stop "pirating" (feels MEGA silly to call this that) it's always inevitable and just inconveniences the people actually paying.

Mar Sadeh

I found the game frustrating and the "simple mistake puts you back a significant amount of time" really annoying, and the result was that I kept getting frustrated. The lack of a pause button when I needed to do things like check the oven didn't help. Even so, I would have finished it, were it not for one problem: The headaches. This game gave me *awful* headaches to play. I would go through an hour to struggle through one area, then find my head was just pounding. I'd have to spend more time than I'd just played lying down or some such afterwards. I'm not certain why, but I think it was because of the harsh visuals, tiny screens, and constantly switching perspective. I found myself learning which points of the game I could close my eyes for a couple seconds or look away from the screen in order to keep the headaches at bay. Just when the mech grew its mouth, I closed the game, and instead of returning to it again, I found myself thinking, "Dude, you aren't having fun *and* it's causing you literal physical pain to experience. Just stop." So, alas, I did, and hearing your description of the levels following it confirms that I was right to DNF this one. Hopefully this is not a pattern that characterizes the rest of the games of the month!

MandaloreGaming

I wonder if this is from the amount of lights flickering/shaking when it stops movement? I got used to it, but I could see that kind of thing driving certain people nuts. I only got weird dreams after playing it before sleep but that's to be expected.

Uatcher

Didn't even know it existed, will look up some info and see more about it.

Samuel Albert Mell (edited)

Comment edits

2026-09-05 06:00 I did not play this, because I completely misunderstood the intent of the Game Club. Whoops! I probably wouldn't have anyway, it's just not my kind of game just from a look at the Steam page. This is something I think I'm in the minority on given how many folks enjoy hopeless horror but I'd definitely like it more if you could have a good ending. I'm not asking for birthday cake and rainbows, but something to make it feel like after you completed a game that was a serious challenge to play you actually accomplished something, you made things better for your avatar. Heck, the Silent Hill games have good endings! I guess it's just that if all a creative work does is wallow in misery porn, it becomes normal. 'S why I think much 40k fiction falls flat to me, compared to the Caiaphas Cain books. If you show that happiness and normality exist it makes the giant space bugs invading trying to ill everyone feel far more gutwrenching.
2026-08-07 17:28 I did not play this, because I completely misunderstood the intent of the Game Club. Whoops! I probably wouldn't have anyway, it's just not my kind of game just from a look at the Steam page. This is something I think I'm in the minority on given how many folks enjoy hopeless horror but I'd definitely like it more if you could have a good ending. I'm not asking for birthday cake and rainbows, but something to make it feel like after you completed a game that was a serious challenge to play you actually accomplished something, you made things better for your avatar. Heck, the Silent Hill games have good endings! I guess it's just that if all a creative work does is wallow in misery porn, it becomes normal. 'S why I think much 40k fiction falls flat to me, compared to the Ciaphas Cain books. If you show that happiness and normality exist it makes the giant space bugs invading trying to kill everyone feel far more gutwrenching.

I did not play this, because I completely misunderstood the intent of the Game Club. Whoops! I probably wouldn't have anyway, it's just not my kind of game just from a look at the Steam page. This is something I think I'm in the minority on given how many folks enjoy hopeless horror but I'd definitely like it more if you could have a good ending. I'm not asking for birthday cake and rainbows, but something to make it feel like after you completed a game that was a serious challenge to play you actually accomplished something, you made things better for your avatar. Heck, the Silent Hill games have good endings! I guess it's just that if all a creative work does is wallow in misery porn, it becomes normal. 'S why I think much 40k fiction falls flat to me, compared to the Ciaphas Cain books. If you show that happiness and normality exist it makes the giant space bugs invading trying to kill everyone feel far more gutwrenching.

FrozenFOXX

We played it, I like the idea of a Game Club and have been talking to friends of mine about doing the same thing. We gave it a few levels, it was interesting, but ultimately not my kinda thing. I DO feel if you like games like Five Nights at Freddy's and Iron Lung you're probably going to enjoy this one, too. It's also so cheap that I feel people should give it a try, even if it's not their thing. Culture, you know.

Spit-Shined Anus

Yeah I feel like this falls into the same trap as every FNAFlike, where the challenge of it requires so many deaths that eventually you forget that it was ever scary. And the ending to something like this (I did not beat it, full disclosure) can never give you enough reward for how much of a pain in the ass it was to do it in the first place. I think there’s some great opportunities for innovation in the FNAFlike genre, but so many of them in my experience fall more into tedium simulator than any satisfying level of challenge.

Chase Cushman

I gave it a try but bounced off of it after my first death to worms. I did find the premise intriguing. The controls were not really an issue from my perspective because it is clear that the game was designed to evoke isolation and a feeling of being overwhelmed by the many responsibilities that piloting an obtuse mech would hold. I did find the tutorial to be a special blend of obtuse. Combining a feeling of focusing on basic controls too much, and being too vague on other processes like repair, scouting, and defense. The dual vision modes was an interesting concept that made not trusting some of your instruments kind of a fun idea. I would say that I felt a bit of a disconnect between what the inside and the outside of the mech were experiencing. This is likely just due to a lack of investing into the game time wise. Overall I thought the game was interesting and had some pretty innovative ideas. Where I had felt it lacked were in the departments of immersive feedback from the inside of the mech, and clarity in how some processes need to be completed (I had no idea I needed to flashlight the little STD critters like they are the hopped up little children Freddy toys from FNAF4). 5/10.

George Sedov

Did I miss something? What is a "game club"?

Joshua Crager

I posted my thoughts on the original entry, but it boils down to the clunky controls turning me off. I can handle clunky controls if something else is compelling, but horror rarely is for me. After I completed the first area, and the game dumped more stuff to do on me, I simply stopped.

Spockk Kirkk

I really wanted to like this game. Liked the controls, the setting, just no pause button, inconsistent map, and it felt really boring at times

Tarmenel

Thank you. As someone who has always bought games "to support the creators" and has always been bullied for this decision by almost every corporation that has ever published games, I can only say thank you. It's really refreshing to read something so rational and pro-customer.

Matthew Sparks

Jesus Christ, those Starkid clips gave me possibly the craziest "memory unlocked" sensation I've maybe ever had in my life. I don't think I've had a single thought about that movie since I watched it when I was young. Thank you for that experience. Unfortunately, I didn't get around to playing this game. But, I did recently play another game of this "type" (what are we calling this genre of game?) called "Below, Rusted Gods," where you play someone monitoring a team in Soviet Russia descending into the Kola Superdeep Borehole, who stumble upon what is essentially a door to Hell. I was actually super impressed by it, and the game gives you a lot more freedom than you'd expect to move around the facility you're in as it opens up throughout the game. It's less reliant on jump scares, and I'd definitely say its 4 endings are much better than what's achievable here.

JW

Punk Duck Ed Mentioned

Quirked Up White Boy

What's really interesting is that I didn't get the bug in the True ending where my mech got stuck, but I was also playing on Linux through Proton GE. For you to get that section to work, you had to do it on Steam Deck (using Proton emulation). So I guess it's one of those weird cases where the game actually runs much better through Windows emulation than on Windows itself? Also, the game was alright. Not a big fan of FNAF type games. That last area was especially frustrating, especially since the spider kept getting me even when it should've been in my line of sight. Still, I'd be lying if I said that I got nothing out of it. For me, it felt like a fresh experiment and I liked how clunky and terrible the mech felt. The game accomplished its goal, I'd say, of giving you the feeling of working a 9-5 in a mech rather than the feeling of a mech power fantasy.

Kiros

I did bounce off of it in the last level. Usually stacking mechanics is something I appreciate but there was just too much to deal with, plus all the growth glowing orange and signals being that much harder to reach/see, at least for me. I'm sure I could've completed it but I just did not want to deal with the tedium. I had a lot of fun with everything before that though. Not a fan of the FNAF jumpscares, I loved looking at my radar to see a blip that wasn't there previously, switching to infrared and shooting the threat just in time. Did not waste my time trying to find fake walls for gamer lore. Still, this did point me in the direction of other interface heavy games so it's a plus. Gaming book club is a cool idea too, looking forward to seeing more of it.

Mar Sadeh

We patrons vote on a game (at least we did this one, it is possible Mandy may just pick them from here on). The game must be short, and either free or cheap, and Mandalore specifically has *not* played it before, and is going in almost entirely blind. Then we all try it out and talk about it together, with Mandy making a short video about it as jumping-off point. After a year, all the videos get edited together into one big video which gets released to non-patrons as well.

ALittleBitKushy

Putting together that this game with a cockpit view mech and a proper sense of weight was actually a fnaf clone killed my desires to finish this game so fast. Almost relieved to hear from others that my experience wasn't unique.

Kiros

Like a book club, we all collectively vote for a game, then we have a certain time to play through it. After which, we reconvene and discuss the game? No obligation whatsoever to play the game if it doesn't interest you, of course.

Fearmeister

Played for a bit but then bounced out once I realized that it was mostly going to be FNAF juggle-to-avoid-jumpscares shit. I think the game could have done without the crawlies that sneak inside your mech.

Grinning Serpent

Played an hour of it and got through the first few areas. I didn't quite reach the spiders area and I'm glad I didn't because I think that would have filtered me hard. Invulnerable, invisible instagib enemies in a cumbersome plate spinning simulator sounds like a legitimately awful idea. I didn't even clock the FNAF angle but it makes sense. I've never really played those games so Iron Lung was the only point of comparison I could draw. Feed My Mech won't go down in my list of favorites but I appreciate the dev's effort. This wasn't some lazy asset-flip clone game.

Kurahen

I saw reviews on steam that its very clunky, hostile and buggy. I decided to wait for a video, in which you said its clunky, hostile and buggy

Warpotato

Your video also reminded me of Star Kid. I remember watching it at home with my dad? (I’m not sure who i watched it with, but it was someone.) Even as a young child I registered it as something better left forgotten. And here we are. The psychic damage continues.

Magicide

A large part of the reason why I like your content is to see how strange games like this are and what someone with similar overall views to myself thinks of it. Thanks to job and life responsibilities I don't have the time to play every game that piques my interest but a 10-20 minute video breaking it down and giving the overall vibe/impression is interesting. I feel like a good mix of larger games and smaller games gives a good mix. In this specific game I am not a fan of those types of mechanics since it requires a lot of rote memorization of mechanics to proceed and it's just not worth the time investment but I still want to know how it ends. I guess the long story short is time is precious and I miss mindlessly grinding MMO's when I was 16, I appreciate videos that show interesting things and give enough context to appreciate what new things are happening even if I don't have the time to do it myself.

Lucas

I played it for a little over an hour and refunded. I was basically done with the initial bit and died right at the end, had to redo all of it. Not hard, just tedious. Made it into the undergroud city, got eaten by a bright something or other which I couldn't see coming without constantly stopping and switching into the actually useful vision. That and the unbearably clunky controls meant this was a hard no for me. I am also not of the FNAF generation. Edit: I just noticed that I'm being quite negative here. To clarify: I like games book club as a concept and would like it to continue, don't have any particular preference for the cadence. I just think we were not onto a winner with the first pick.

Skilco

Yeah I watched this on my TV last evening, so not having to use my crappy 'smart' tv's built in browser, and instead just casting it with my phone is so much easier on YouTube, and it works with unlisted vids just as easy! So ty for that 🙏

Håkon Bøyum

I also ended up bouncing off this one. I played it for about 45 minutes, but that sort of FNaF insta death style plate spinning is just not my thing. The setting and aesthetics were cool, but not enough to weight up for the gameplay weaknesses for me.

Fluffy Beaver

Did not play it due to a lack of time, but considering FNAF influence, I would rather not. The concept sounds decent, and I have a lot of experience with spinning plates thanks to all city-management simulators like Song of Syx or Dwarf Fortress, but there is a limit, and its name is "tedium".

Kiros

Completely fair, the city initially frustrated me a bit, but I learned you can funnel enemies through 1 way dead ends and shoot them. Also there's a specific sound cue that starts playing an enemy is closing in.

Lucas

Just comes with the territory of playing a game completely sight unseen I suppose

Lucas

Yeah no, totally agree. There is clearly artistic intent here. The sound design is great, the world building is good and it does a good job of making you feel isolated and alone. Unfortunately all of that is packaged in a very tedious gameplay loop, with controls even Kojima would have been ashamed of. I don't think it matters if that is intended or not. 'You intended to make a clunky, terrible to play game and you succeeded. Congratulations. Now give me my money back please.'

Connor Gelkov

I didn't play it because it didn't seem like my type of thing but I am looking forward to more in the future that I will hopefully try out.

Bo Jekyll

I played it for a bit till PowerCore where I was wandering around this empty map which said their were signals in the area and there were none. I realize you are supposed to get the key then move on to another area but the astounding waste of time I eventually got fed up with. I realize this game is a spinning plates games but I feel like you can change a lot of these to feel better. Like is there any reason for the scan to take so long other than to let a crawler in the back and maybe let an enemy mech find you? And with how often you are doing it I feel you can cut off 30% or more off that bar and just make things feel more responsive. I do like how Mandy mentioned that the mech is poorly designed to limit the capabilities of the prisoner as I was thinking of it more as a mass produced lowest common denominator thing. An interesting thing is you can see some reddit posts about the creators initial vision for the game where it is a death march and you steadily gain more and more corruption, but that got left by the wayside for a more fnaf thing. It does sound like a really neat system to explore of having this terrible mech at the start but say the more you feed the mouth the better your controls and systems get seems ripe for exploring.

Tia

Man i played this game for a little while and thought it looked and felt really cool. It was a bit too punishing for me with no pause or checkpoints so i dropped it before i ever saw the maw. I wish i'd seen that on my own but screw making that pilgrimage through that second area after you fall.

Gearlink

I gave the game a shot but gave up on the first spider level. The atmosphere of the mech itself, this big pile of rusted and lumbering industrial machinery that's a pain in the ass to pilot worked for me. There was a lot of trial and error but I felt like I was learning things and making at least some progress. Then came the spider and its instant death. I wasn't able to determine its position off audio queues and it didn't seem like it showed up on the radar? As I was basically guessing at each intersection which way to look and loosing all progress when I guessed wrong, I put the game down.

uhhh_ben

I got filtered by the first spider section so hard I gave up and came to watch the video. I found the more open sections fun and engaging. All that momentum ground to a halt with the subway spider.

MandaloreGaming

I spent the longest there only because I never just turned to the left from the spawn point and realized the exit door/final mech remains were there. A lot of wandering around some corridors and hidden walls for a really simple mistake.

JCollins

I played to level 3. Love the concept, but would benefit from a shorter more engaging game I think. Additionally, the aged point and click control scheme made the game a chore to play, and as others mentioned, the lack of a pause in a modern single player game is criminal. Love the vision, love the aesthetic, needs a little modernization at the least.

uhhh_ben

I had a mirrored version of that problem. I'd start off heading left to get the mech by the exit, and end with the mech by the key. From there I figured the level probably looped back to the start, so I'd keep following whichever path I hadn't taken yet. Kept getting turned around though. Then I made a few attempts where I tried retracing my steps, but I kept getting hung up that way too. Recalling it now, I think there's a spot where you drop down onto the rails from a corridor with no ramp back up. Maybe that's why it felt so convoluted. After a couple dozen tries I figured I wouldn't make it any further without drawing a map on paper. That's when I threw in the towel. Mostly out of shame 'cause I felt dumb haha. Overall I think it's a really great effort from a solo dev, just not the kind of thing I'm wired for.

Nicholas Hulbert

I like the game club but I bounced off this after about an hour. I feel like if the game is going to be quite so much mechanical jank in the controls, it needs to promise me a really exciting story to get past that, and this setting just didn't really do it for me.