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A jam submission

Space Station 613View game page

Submitted by SilverEdgeGames (@SilverEdgeGames) โ€” 56 minutes, 22 seconds before the deadline
Rated by 6 people so far
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Space Station 613's itch.io page

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Game's Take on the Theme
Combat is controlled by a judgment ring. Also did the person 3 bullet command menu. Had 2 boss with full intro cut scene. 3rd boss planed but wasnt finished.

Did your team make the majority of the art and music during the jam?
nope

If not, please link to any asset packs or resources used here.
unity asset store. had this asset pack for years glad I could use them. Can give full link

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Comments

Submitted

Hey There! :)

Great Game! Reminds me of Half-life 1. I like space games :) Rated! ;)

Thank you if you visit mine as well! 

 All the best!

Submitted

Interesting, I'm not sure what this reminded me of.

Developer (1 edit)

Rogue legacy random dungeon / upgrade system. persona 3 command menu. shadow hearts judgement ring. romance saga 2 combat Setup. At least that's what I used as inspiration.

Submitted

This is quite good in all aspects, I like graphics and mechanics so I rate these the same level, really, you did so well in so short time, I hope you can make more after jam. Also if you have time please check my game too. Thanks!

Submitted

Not bad! Still incomplete but certainly not a bad start.

But you really made it hard for me to get used to it. 

First of all you should make a web build after the rating period, Windows builds are always risiky and you should not be surprised that a lot of people do not download windows only builds at all. 

VirusTotal said your download checks out okay and I am using a throw-away installation of Windows any way, so I gave it a try. 

And I am glad I did! 

But I'll break down my experience so others know what to expect and where you can improve.

Game launched in windowed mode but captured and disabled the mouse cursor. Thats odd. Okay 'alt-enter' would bring me into fullscreen mode but not everybody knows this. 

Selection without mouse is not really intuitiv but I could use the cursor keys and space to select the options. However I was not sure what I could do with the crew option or upgrade section (I learned that later). 

Start Mission worked fine and the cut scene was great. 

The perspective kind of reminds me of an 3d plattformer just inside the Synty Space Station Pack. Which is okay.

 It is however important to know that the 'M' key would bring up a map because at first I was just jumping around without a clue what to do and almost thought that this was all there is. So a little tutorial or least some text to explain things a bit would be very beneficial. Found an enemy by accident and figured out the turn based combat. But it looks like that nothing except "Attack" works. The attack actually implements the theme spin based on our reaction time using a  attack/critical section which is fine. Because I had no equipment I did not stand a chance against the Protofactor alien eventhough I got a good bunch of "perfect" attacks. Also found some crystals and then use them to unlock a 2nd party member in the previous "upgrade" section.

Did not find any bosses tho and mostlikly would not stand a chance against them without gearing up first (which is not what a boss rush is about).

There is already a lot of systems implemented so I can tell that a whole bunch of work went into it, it is just that all the individual parts feel rather incomplete which reflects badly on the entire game. Which is a shame but I think for a one month game jam you overscope quiet a lot but you can expand on this after the jam, it is still a lot of work required to make this a complete game but it can be a good one!

There is no sound at all, adding some background sound and effects would make your game much more enjoyable. 

I like the idea of unlocking party members but this begs the question why I can see only one when I am in the 3d plattform mode? Mixing an interactive 3d single player view with an party based turn based combat this way seems like an odd choice.

Last but not least: I see that you use the Synty Space Station pack along with the Protofactor Alien Pack and that generates a very incoherent visual. While the Synty packs have they own low poly palletized look, protofactor uses highpoly models with PBR textures and that is not a got fit. I suggest that you replace the Protofactor models with other Synty modells to keep an coherent style.

The only way to exit the game seems to be to ALT-F4 out of it, which propably only takes one Apllication.Quit() call to fix!

It is certainly a big project you have going there and I would not mind to see more of it.

Developer(+1)

Thanks for the feedback.

Truth be told I had run into many bugs with dungeon generation and I didn't get the combat system working like I wanted to (Romancing Saga 2) till the 31st. I also tried out the timelime attack sequence which I wasn't 100% sure would work because I've never tried it before this game. I was running on 1 hour of sleep for the last 2 days and Unity locked up for +3 hours trying to import the model 3rd boss. (Kraken that would have been fought in space maybe throwing asteroids that player). 

If you can find the bosses try fighting them because I made open sequences to them and there attack animation pretty fun. Timeline sequence let you do alot more with camera angles.

I will definitely make webbuild. I did didnt because saving the credit earned each run is super important to progress and Web build doesn't let you save.

Combat balance is completely broken and for a game jam, I was okay with that.  I would have added item use, skill, and limit break which would appear as a gauge in the revolver menu selection.  The skills would be randomly assigned to each character class and be different for each playthrough. Items you would pick up in the dungeon or the player could start will them depending on which upgrades you had. Also, there would be blueprints that you can find in chests; allowing you to create new weapons to add to class load-outs.

This visual was supposed to be more high end but I was having issues with the "Protofactor Alien" humanoid animations. I also ran into an issue with the Environment I was going to use where a weird light shine appeared. There is technically an enum that I can switch which will change the level from low-poly or high quality; changing all the walls, floors, and ceilings on run time.

Sound effects and background music weren't added because I ran out of time and was 1 developer. This will be added to the build after the game jam. 

I hope you will try out version 0.0.1 which I usually do after a game jam to clean up and add some absent features (like sound effects and maybe a tutorial)

Submitted(+1)

You have a lot of good stuff going on there and I am looking forward to a new version.

 Given the number of systems you implemented, I can imagine that must have been a quiet stressful time for you. The crunch time in a jams is quiet taxing. That*s what I meant with when I said you where over scoping, I did not mean it to sound rude or make fun of you, just to highlight the overwhelming amount of work this must have been.

Actually you can easily store progress in Web builds using PlayerPrefs. That is what I am using to store the sound volumes and the highscore across sessions. Web builds will use the Browser IndexedDB to store up to 1 Megabyte of data. While it is strictly speaking not meant to be used to store game states, you can abuse it to store a single save game / player progression. Bear in mind that a versed player may be able to modify the content of the IndexDB but you can always encrypt/obfuscate the data before storing.

This is an incredible amount of work you put into this and it is a shame that this does not get the attention it deserves.

My hat off to you!