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A jam submission

Stellar SiegeView game page

Submitted by ProGameWizard78, nickjr2025, zerkfr — 4 hours, 23 minutes before the deadline
Rated by 79 people so far
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Stellar Siege's itch.io page

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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

Viewing comments 64 to 45 of 93 · Next page · Previous page · First page · Last page
Submitted

I liked the art style and music of your game!!
the controls feel a bit off, it took me a while to understand what was the loop but the gameplay was fun!
Nice work!!

Developer

Thank you! Ill add a tutorial for this game once the jam ends so people can get a better grasp of movement. Thanks for giving our game a play though!

Submitted

great work on this! Especially with it being your first game jam. As another first time game jammer myself I can respect all the work you put into the finished product to make this polished and really well done! Hope you plan on expanding it further!

Developer(+1)

Thank you! You too as well! Had a fun time just playing and messing around in the game you made!

Submitted

Very captivating way to approach the jam's theme. I loved the visuals, very polished as well. The combat itself is cool and challenging, got a little lost with the orbit mechanic sometimes. I think you could add a limit for the orbit calculations, apparently things can get crazy if the player holds W or S for a while xD Great game, congratz! :)

Developer(+1)

Thank you so much! I definitely could have added some limit or rewrite for the orbit's display compared to the nested for loop approach I took.

Submitted

I kinda get how the orbit system works but can't utilize it enough to dodge bullets. Anyway I think this is an interesting game, and with a dedicated tutorial and a little smoother control, it can be a really great game!

Developer(+1)

Thank you! I plan on adding those in the future :)

Submitted

It has a great nostalgia vintage look. Sound was awesome. Controls felt very unforgiving I decided to not change the motion at all because i would only drift off the map. I dont know why im fighting planets but I guess thats alright... Am I the bad guy? 

Had fun nice entry for a first gamejam!

Developer

Thank you! I'll likely add a tutorial for movement so the player can get a grasp of it better in the future, never got around to that due to time but I could have probably prioritized that. Story wise, we never made a solid one, but our starting idea was your solar system was about to go under attack by a solar system of sentient planets (however that would work)! It is your job to make sure you defeat each one and stop what's driving them. We never really got around to polishing the story and actually implementing it. Thank you for trying out our game though!

Submitted

Very cool game ! The art is REALLY good, and I also like the teleport of the ship because it felt very reactive, I just didn't feel like adjusting the orbit helped me a lot to beat bosses, on the final boss it even caused my death because I got lost in the controls and couldn't readjust it. But it doesn't matter because all the other game-play is really nice so I could still enjoy it !

Developer

Thank you! In the future I'll add a tutorial for movement and controls, and maybe make it so movement becomes a little more crucial by redesigning some of the bosses. Really glad you enjoyed it though!

Submitted

Very cool game ! The art is REALLY good, and I also like the teleport of the ship because it felt very reactive, I just didn't feel like adjusting the orbit helped me a lot to beat bosses, on the final boss it even caused my death because I got lost in the controls and couldn't readjust it. But it doesn't matter because all the other game-play is really nice so I could still enjoy it !

Submitted

The idea of fighting planets is really nice and I like the atmosphere, but I’m really struggling with the controls :c even though I really like the idea of managing your trajectory in this way, but ideally I would have preferred to have a tutorial!

Developer(+1)

Thank you and yes I agree! I should have prioritized a tutorial since our game has a different movement system than other jam submissions, but due to time we never got around to that :(

Submitted

Interesting take!!Took me a while to get it work properly but once i got it i managed to do a great run. Nice visuals an music also!

Developer

Thank you! I do plan on adding a tutorial for the future so players can get a grasp of movement a little better!

Submitted

Pretty enjoyable time overall! Well polished, and the visuals and sound are all great, especially high praise for the second boss theme. The orbit system is super interesting, although I only barely learned how to make it work, and it feels like any change is too gradual to actually be able to react to all the shots. The best thing you can do is to set up a stable, round orbit around the boss and control exclusively with teleports instead, which feels like it goes a bit counter to what you intended (maybe?).

Being booted back to the first boss after every death is just mean, haha. Nothing functionally changes in the previous runs, so it just feels like a deliberate time sink.

Developer(+1)

Thank you! I'll definitely add a retry feature on the death screen, something so it's less frustrating when you die and have to restart. For movement I'll definitely add a tutorial after the jam, just so it makes a little more sense. While unintentional teleporting really did become the main movement style once you achieve perfect orbit. Redesigning some of the bosses will probably make for movement to be used in more unique ways and used how we intended!

Submitted

Unfortunately, I ran into an issue, when I execute the game, I hear the music, but the screen is black. Despite that, I love the idea and the visuals from the screenshots. I would love to see a WebGL version of the game :)

Developer(+1)

Thank you for attempting to play at least! I'll try to look into that bug, but in the future I'll for sure add a Web GL version to this page in the future! There is a Web GL version already on Itch that I made since I couldn't upload it after the jam voting started. I don't know if that goes against jam rules so if you do know it does maybe stray away from that until it's over! Thank you again for trying to play it though!

Submitted

Like the music and the idea. Is it possible to share the music link in any way? 

Developer

Thank you! We for sure can share the music, maybe upload it to Spotify and/or attach the files of the music directly to itch. 

Submitted

Love the music and SFX of this game. I enjoy the realistic orbital mechanics for moving the ship, my days spending playing KSP finally payed off. I personally think you should be able to shoot down projectiles, there aren't many ways of dodging besides tilting your ship, burning prograde or retrograde, or the teleport which has a huge cooldown. Also the range of your weapons is quite short.

In summary, love the take on the theme, love the movement style but I can see people getting frustrated by this, it's not the most intuitive of movements but it does have a niche which is good, bosses are good I just wish I had more ways to defend myself while drifting in space. 

Developer(+1)

Thank you for your feedback! I probably should up the range of bullets so it's less frustrating and I'll definitely add a tutorial later on so players can grasp the movement system easier and play around with it more. Shooting projectiles down also seems like a great idea to add in the future!

(P.S. KSP was a big inspiration for our game!)

Submitted

I like the controls, a bit awkward but if you could change your angle just a bit quicker, it'd  good already, because I feel you'd be able to dodge some shots without needing the teleport with a bit more agility, allowing you to save teleport for when you really need it. I think it's more intuitive to press space again to teleport after you aim it, rather than having to left click, but that could be just me.

For the bosses, I think they lack a bit of gimmickery for their looks. Volcano and Ice are quite alike, in that they just spend most of the time shooting around themselves. Poison with the extra orbit guy changes it up, but I don't feel that as a poison planet. What I'd suggest are weaponizing your orbit and teleport system, and make these planets have AoEs around them that affect you if you're inside them, reducing where its safe to stand on your orbits, and asking you to teleport over it or face the consequences. Poison could have many gassy zones that fill up a poison condition, volcano could have hot zones that do damage as you step on them, ice could slow you down, so on.

Black hole was when it got interesting, with the reverse ring. Though when things come out of a black hole they come out as spaghetti, so maybe it'd be more clever to have it drawn in the round meteors and spit them out as spear-like projectiles. Maybe a phase 2 that spawns white holes around the arena and shoot these spears at you from all angles, evolving from the moon enemy you saw on poison boss.

And lastly, I think the range of your basic shot could be a bit bigger? I can see how it'd be awful for the game to just sniper elite your way through bosses, but you have to so upclose to shoot that depending on how your orbit is formatted, you can't hit for most of it, which I feel somewhat trivializes having the orbit control.  Maybe balance it so more distant shots deal less damage, but do let you shoot from a bit farther.

Developer

Thank you for giving me great feedback! 

For starters, movement definitely isn't very intuitive and that does lead it to being awkward (I'll add a tutorial in the future to try and reduce this feeling hopefully), changing rotation speed does seem like a good change too! For teleporting I could do space again, the only thing I'm not sure on is what to make the cancel teleport button, maybe just like press any button? It felt, at least to me, that it made more sense for it to be left click to teleport and right click to cancel it. I'll definitely give this more thought in the future!

For the bosses I can see how they get very similar in their attacks. To me I didn't really notice this probably because they were themed differently, but this is definitely something to look at in the future! I really like those ideas you suggested so far and I'll try to come up with some that may also make they feel different and/or gimmickier than others!

The black hole we tried to make one of the more interesting ones as well! We did default back to just "make it shoot projectiles" to have more time as the jam approached an end. For a future update I'll definitely look into making it a lot more interesting, those idea's you suggested seem really cool! 

For bullets I like that idea of making it lose damage is it goes. Maybe I could give it something like a sweet spot range that it deals the most damage if you hit in that area? I can see how the current system makes it feel like you have to get really close to hurt the bosses. 

Thank you again for this great feedback! It provides so much insight for what I can improve on in for the future of this game!

Submitted

bold

Developer

Thank you! We didn't want to do something you'd likely see again in this jam!

Submitted

Wooowww, this is so intimidating on space. Good job so far

Developer

Thank you so much!

Submitted

Great idea with nice game mechanics! Really enjoyed this one.

Developer

Thank you!

Submitted

I think this is the best music in the games I've seen, such great music!  And you created it yourselves, fantastic.  I wish the gun sound was different, it was less pleasant when I was firing it non-stop.  Or a way to turn down the side effects, would help me.  I can't say I know enough about physics to get the orbit for the maximized benefit, but after a few attempts I did make it to the second boss!  Fantastic design, I hope we get to go up against you in the finals. Good luck!

Developer

Thank you! I'd be astonished if our game made it anywhere close to top 30, but good luck to you guys!!! I'll likely adjust sounds after the jam, it was one of the few things I ran out of time to get to sadly.

Submitted

A very interesting game! It could do with a few improvements here and there, however, to bring out its full potential. But I really enjoyed playing it :)

I'm taking the liberty of giving you some very detailed feedback, since you invited me to do so in a comment on my game ^^.

Essentially, I found that you didn't communicate enough with us about how the game works. For example, it took me a long time to understand how teleportation worked. I'd press space, and I'd see that I could teleport somewhere, but I couldn't figure out how to choose where I teleported to. So I clicked and teleported by default wherever I could. It was only later that I realized that by moving my mouse cursor, I could influence my teleport destination (it took me a while to figure this out, as my mouse was always positioned on the planet I was aiming for). Then it took me a while to figure out that my teleportation distance was linked to the second gauge on the left of the screen. In short, all this would have deserved a little explanation, whether on the game page, in a “How to play” screen in your game, or even, ideally, via a little interactive tutorial (but this often takes time to do).

Once I understood how teleportation worked, I suddenly became a much better player, was able to strategize, and enjoyed the game a lot more.

Then, despite your little explanation on the page about how our orbit around the planet works, I found it difficult to get to grips with this game mechanic. I used it, a little. But often I'd end up with a gigantic or very small orbit, and I couldn't really go back. In short, I'd say it wasn't very intuitive (at least for me). But I do applaud the idea, which is very interesting, and I can imagine that implementing such a game mechanic can't be easy at all!

(I also had the impression that the orbit broke when I collided with the two “pillars” of the ice planet).

Oh by the way, I loved the atmosphere of the ice planet, both the music and the design!

Finally, and especially for a game jam, it's particularly frustrating to make the player restart the game from the beginning when they've lost. Sometimes this choice is justified: for example, if the games are procedurally generated and don't resemble each other, or if the player obtains malus and bonuses along the way and it's essential to the gameplay to start again from the beginning. But in your case, you start a boss fight with all your life back. So it's a bit frustrating to die facing the Sun and have to start all over again from the beginning to defeat that one boss. Also, when you're making a game for a game jam, you have to think about the fact that not everyone is necessarily super-strong in the style of game you've created, and that not everyone tries out a lot of games and will necessarily have the patience to work hard on yours. In your case, it would have been possible to make the player start again from the last boss he lost to, or even to suggest in the menu to start from such and such a boss.

In short, all my feedback is in fact small but important details. Your game is really good! It's just missing a few things for us to fully enjoy it :D

Anyway, congratulations on creating such a lovely game, and on reaching the end of this game jam!

I wish you all the best for the future :D

Developer(+1)

Thank you! Really appreciate this, gives me idea on what specifically I need to improve on for future jams and the future of this game! To answer a few things, we we're a little rushed creating this game. I probably should have prioritized making a tutorial, so I really agree on what you have to say about movement being unintuitive and the teleport really being if you move your mouse or not. This is really insightful on what I can change in the future. Thank you for being so detailed, this helps a lot 💖!! 

(P.S. The ice planet is my favorite as well)

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