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A jam submission

Project ĀstraView game page

An fps roguelike with a procedurally generated simulation where you use a supernatural weapon.
Submitted by Sevadusk — 1 hour, 50 minutes before the deadline
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Project Āstra's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#2903.1153.115
Overall#4263.0643.064
Presentation#4603.1153.115
Originality#4752.9622.962

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.

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Comments

Submitted(+1)

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 :)

Developer

Thank you! I'm glad you liked the pacing. I plan on making a revamped version for post jam with some hype music, fixes/balances, and features I wasn't able to get to, so stay tuned :D

Submitted(+1)

I love FPS games that have weapon variants and modifications. Also, the really fast movement speed felt cool.

Submitted(+1)

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. 

Developer

Thank you for playing! What platforming mechanics are you talking about? Also I forgot to include in the game controls that you can reload with R. With some mods the firing system bugs out though. I guess you could call it an aberration XD.

Submitted(+1)

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!)

Submitted(+1)

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

Developer (2 edits) (+1)

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

Submitted(+1)

Had a lot of fun with aberration upgrades. Random weapons and random insane recoil haha definitely kept me engaged. Shooting while moving felt difficult to pull of though. Past 4-5 rooms fps droped significantly maybe because I was playing in browser.

Submitted(+1)

Looked great and a nice pace too!

Great job :)

Developer

Thank you for playing! One of the biggest problems I had to solve was how to spawn the enemies in a incremental way, so I'm glad the pacing worked out. Initially I had spawners in the arena randomly spawn based on how far you got, but that was a whole mess lol

Submitted(+1)

I love me a good shooter sometimes. I got stuck in the walls once but aside from that it was an awesome experience. 

Developer (1 edit)

Funny part is I know exactly which wall you are talking about.

Submitted(+1)

Guns felt a bit jank but it was playable, good job!

Submitted(+1)

random weapons was a fun idea

Submitted(+1)

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.

Developer (1 edit)

This review means a lot to me, and is probably one of the most positive reviews I've ever received on one of my games. I spent a ton of time making this and I'm glad  you liked it!

Submitted(+1)

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.

Developer

I'm glad you liked the feel of the movement and shooting. I tried to make the enemy hit box as large as I could, but due to it being a "billboard" it totally could have rotated to a place where it's hit box wasn't as big as it should've been. Thank you for playing!

Submitted(+1)

This is an interesting game. I was impressed with the gun feel of a few of the weapons, but the chargy rail gun thing seemed to not work, so I got soft locked. Definitely a smart idea to format it this way for a 2 week game jam, and the training lobby was a really really nice touch. Good job!

Developer (1 edit) (+1)

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.

Submitted(+1)

W dev :O