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Stellar Siege's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
USE OF THEME | #32 | 3.910 | 3.910 |
SOUNDS / MUSIC | #79 | 3.461 | 3.461 |
Overall | #121 | 3.337 | 3.337 |
BOSS DESIGN | #134 | 3.270 | 3.270 |
ART / VISUALS | #198 | 3.517 | 3.517 |
FUN | #210 | 3.090 | 3.090 |
CONTROLS | #304 | 2.775 | 2.775 |
Ranked from 89 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's Take on the Theme
We use an orbital style movement system along with rotating planets and attacks
Did your team make the majority of the art and music during the jam?
Yes
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Comments
Super solid entry, and a stellar idea! Lots of good work here and a great use of the theme. Forcing the player to get close in order to deal damage was an excellent decision for the core of the fight. Could do with more time to evade attacks since the player is usually so close to the source, but there's a lot of fun in there trying to dodge attacks with tricky orbital movement. Overall I felt my max speed was slow compared to the projectiles, I'd like to be able to dodge them reliably without having to to use the teleport all the time.
The lag spikes are the biggest draw back. When performing evasive burns the frame rate is drops down to slide show levels on my machine. It adds another level of difficulty to what is already a tricky game to get used to. On the topic of difficulty I'd prefer to not lose progress on a game jam style game, and I'd feel encouraged to play riskier if I didn't have to restart from the beginning. Difficulty is ultimately the developers choice though.
Artwork was super cool! Each planet really has a personality of their own. The biggest aesthetic wrinkle is the sound effects, the 8-bit works well but most of the sound effects have a harshness to them. You might want to try balancing their volume out a bit also. Music slaps tho, amazing work!
Fantastic work! With a little polish and optimization this would be a nice prototype. You should be proud, especially for a first game jam submission! Well done :D
the art style is cool and great efx all around, personally i had some difficulty getting used to the movement
I really like the mechanic of spinning around an orbit—it feels fun! The design of the spaceship and the asteroid also looks great. Awesome work :D
I love the art style. Buit I think that the game was too hard and the controls were hard to use in my opinion. pretty good for your first jam
I absolutely love the art and music on this game. Unfortunately, I didn't get to finish it out of frustration. The orbital change mechanic is unique and interesting, but not reliable to actually move and dodge the planets' projectiles, and it seemed to more often degrade yourself (getting too far your projectiles disappear). The teleportation mechanic was a must to survive (but conceptually and mechanically it's pretty great), and the alt fire attack never really seemed to do damage...?
Overall, this is a really cool take on a space shooter, and you incorporated the themes really well. My only real negative was the movement :')
Really cool and unique idea. Not sure if I'm just bad at it, but I feel like there's a lot of situations where you'll just kinda get hit regardless of what you do after you see the attack, so I would maybe recommend a "speed-up button" or a way to reverse. Sorry if either of those already exist and I'm just stupid lol. There's also obviously the problem where holding W or S for too long starts breaking the path and lagging the game, but good job overall!
I loved the idea of this game! Im really bad a it tho hahaha for me it was a bit difficult, but I really enjoyed it tho :D Good work!
Nice set, very well finished and with a lot of detail. The controls are somewhat difficult to handle, but the overall idea is very good. Congratulations, good luck in the Jam.
The idea is very original, the controls feel a bit weird, but the visuals are great and it's fun! :D
An amazing game with very good art I loved it and the bosses where fun as well. One thing i feel like is missing is that if your orbit is closer to the boss on one side and further on the other u should get lunched quicker speeding up and then slowing down. idk if it made sense but ye. Ether way amazing game I loved playing it would love to see more of this game and maybe more bosses.
I really liked the visuals and the sound for the game. It was clever having the orbit that controlled the ships movement. I never figured out a way to move faster along the orbit, which made the game very difficult. I felt like I didn't have a chance against the boss. I think this game is coming together, and you did great!
That was a really cool take on the theme, a little complicated on the beginning, but it got easier with the tp. had some performance issues but overall it's a pretty good project. Good job!
Nice art and boss designs! The theme is also well covered. The controls are a little complicated for me, but the teleport mechanic is awesome :)
Thank you! Glad you enjoyed it!
Not sure if the link to the itch page showed up but here's a quick movement control explanation!
This game follows a realistic orbit style movement system! What does that mean? Basically, if you apply velocity in the direction your moving (having your ship's rotation aligned with the orbit and holding "w") then you orbit on the other end of the planet gets bigger! Vice versa if you apply velocity in the opposite direction (same thing but holding "s" instead), your orbit gets smaller! On the contrary if you apply velocity towards the planet (ship's rotation perpendicular to the planet) your orbit shifts in the direction below the ship while if you apply velocity away then your orbit shifts in the direction above you ship (Perfect for achieving that perfect orbit)!
Visuals are pretty good. I liked the orbital movement mechanical and permanent death. Controls are fine. The issue for me is whenever a celestial body collides with the player, somehow the orbital system mess up its calculations. This happened two times: sometimes when Saturn's asteroids collide with you and the other when the first planet gets a round 2 additive. Orbital system isn't able to calculate a single path rather it is producing multiple and different paths every single frame even without any input.
A minor fixes may require. Overall the game has potential.
Thank you! Orbital display wasn't optimized very well and proves to bet the biggest influence on lag by far. That is something I do plan on changing in the future!
I believe you are calculating path every single frame using player's motion vector regardless of W or S input. As a result when some solid object pushes the player away it breaks the system. Alternatively you can bind the calculations to W or S input. Path should only be calculated when W or S is pressed.
Do you remember which fight this happened on? For the most part calculations should be tied to moving, getting hit by the planet, and the start of each fight? It may be something I forgot to do for whatever fight it was happening on.
1. For the first Saturn fight, when Saturn throw the large asteroid towards player in high velocity. This one is inconsistent to reproduce.
2. When I defeated the Sun, I was pushed back to the first boss. Now it had a celestial machine around him. At that instance, when the celestial machine pushed me into the planet. My orbital path started glitching out. This one is consistent to reproduce.
Thank you! I plan on optimizing the display after the jam, I’ll make sure to look into those two bugs and fix them. Thank you again!!!
the game is good enough, but the control is quite difficult, after a while I just understood it. my suggestion for the orbit itself is given a constrain so that it does not cross the map. overall good job
Thank you! I can see a constraint helping yeah!
Good work!!
Thank you!