The gameplay felt so clean! I think the difficulty curve and progress were so nice, the tutorial stage, introducing new enemies and weapons, felt really good. Also the red area when you gonna get shot by a sniper type of enemy, the melee enemies, are very simple visuals but really clear, loved that :)
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Project Āstra's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #290 | 3.115 | 3.115 |
Overall | #426 | 3.064 | 3.064 |
Presentation | #460 | 3.115 | 3.115 |
Originality | #475 | 2.962 | 2.962 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
It's a new game every time you play, and I got some really exciting features in. I learned how to model and make shaders, and everything was made for the jam.
Comments
Good job. This was a decent little FPS. I thought the room design was interesting and the weapon was unique enough. However, I feel that the platforming mechanics were a bit too much of a distraction from the core shooting part of the game, and my weapon stopped shooting at 1 point.
I am normally very bad at shooters, i did enjoy it though(my aim is just bad overall, i liked the random weapon change nice touch!)
Having another attack for a fps on the right click rather than a zoom is a choice
But because of the randomization of your weapon, I ended up not using the right click
In most fps games you can also choose your weapon, so that if you don't like one, you can always switch; which isn't the case here
I also felt like my character was a minimoys because of the height of the doors for example
The weapons were good nonetheless, enemies too, controls too (even tho I would have liked to rotate my camera more), and the chrono was a nice thing to add
The doors were interesting too
Loved dying on the winning screen, to do again
I agree putting a right click attack on a place where you usually zoom might not have been the play, but it was a shortcut since I didn't have the time to figure out how to do that.
The doors had to be the same size as the room segments since everything was procedurally generated. Large doors only feel appropriate here too imo instead of a small door inside a wall.
The main gimmick of the game is you don't have control over which weapon you are using, and I really liked that concept of a weapon being more than one weapon. I understand learning how to use each one in the short time frame was a bit overwhelming, but that was the main purpose of the training area.
Thank you so much for playing and for the feedback, and of course I'll add that last thing to the bug pile XD
I love me a good shooter sometimes. I got stuck in the walls once but aside from that it was an awesome experience.
Honestly, this game is genuinely awesome. I had a few stutters when I first opened it, and when the first enemy spawned in, but honestly the game is mechanically solid and the gunplay is distilled awesome. Genuinely will probably continue to play more of this long after the jam's over.
Well I just love fast shooters. Movement felt good, shooting felt good, although I feel like my shots should’ve hit sometimes when they didn’t.
Thank you for playing and I appreciate the feedback! I didn't run into any soft locks on the rail gun in my playtesting, so maybe one of the weapon mods caused the lock? I didn't display the charge gun's status too clearly either, so maybe something went wrong haha. I went ahead and pushed a new build because I still had the time: reduced the charge time and 2 mods that weren't functioning properly.
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