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Stormy Star's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #68 | 3.846 | 3.846 |
Game Design | #189 | 3.577 | 3.577 |
Audio | #241 | 3.385 | 3.385 |
Graphics | #255 | 3.731 | 3.731 |
Overall | #320 | 3.327 | 3.327 |
Theme | #671 | 2.808 | 2.808 |
Innovation | #731 | 2.615 | 2.615 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Calm before the storm - The player gets to play the "calm" life of a space worker before things get chaotic.
My interpretation is that everything is calm for the main character, a peaceful job where they just recollect scrap and ores by destroying meteors and space trash to get money and live comfortably after long work days. Then one day the Storm group arrives at the zone where the MC works and now those calm days are gone until you repel the Storm group.
Did you write all the code and made all the assets from scratch?
Most of them, I only used 4 pngs from a art pack and 2 google fonts, the other assets were made from scratch. :)
You can check the "Extra - Credits" part inside my game for more!
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Comments
A well-made shmup! The gamefeel is good. The pickups could have clearer information visually what their effects are, and the "calm" mode wasn't understandable without reading the instructions - I thought it was gonna be something like bullet-time.
Yeah, about the "calm" mode stuff I didn't explain it well for lack of a tutorial so I tried to explain it in the Intro part, which isn't the best to explain a thing like that in text. I'll try to add that if I patch the game haha
Thanks for playing ^^
Normally I am not much for these kinds of bullet hell games, but this one is so well made. The bullets feel impactful, there is a lot of enemy variety from the get-go without being overwhelming, the laser beam feels awesome to use, the difficulty ramps up in just the right way, and the animations are stellar. Very impressed!
Thanks for playing!
Happy you find it that way :)
This is your first game? Good Job! Nice retro-looking visuals and sounds, and the gameplay is fun! Beat it and got a score of "01102000" at the end. :-)
Maybe you could add gamepad support for your post-jam version?
Oh, that's a nice score :D
And sure, I'll add gamepad/control support because it's the way to play this kind of game, but I got used to test the game with keyboard and trying to complete other stuff, made me to forgot that side of the support haha
Thanks for playing! :)
Nice game ! I like the satured colors for the graphics and the "ting" sound is satisfying !
I'm bad, but it was fun. Think personally I could be better with a joypad.
"Calm mode" is subtle, but it permits me to have a better experience.
I think boosts hit box could be increased a little for a easier experience.
If you want to continue te development, and with controls adaptation, it could be a could smartphone game.
Nice job !
Thanks for playing and the comment :)
About the joystick, it's something I wanted to add since for this kind of game it's recommended but I forgot to do it haha
I really love this game (and its not because i like the genre :)) I think the background was a bit too noisy and there was a bit of confusion on my side about what the "calm mode" does, otherwise Good Job!
Haha, thanks for playing and the feedback! :)
About the background, I ran out of time and energy to make it more creamy looking/put a white or black layer with opacity so it doesn't look too heavy on colors, and in the boss I forgot to turn off the animation to reinforce the endurance situation. (At times I think I put many stars in the background hahaha)
And about the Calm mode it’s ok, I think I couldn’t express well what it does and I put “press X” instead of “hold X”, also I think it’s a mechanic that is better explained in a tutorial than text, which I couldn’t make for lack of time, but I’m happy you tried to use it ^^
It’s supposed to be a slow down in the movement in case you want to cross between bullets and after some time, you get slower , which is a rare case in this game since those only aim at you and not like other shmups where you need to cross between close spaces of bullets. And also gives you a boost in the shoot speed, which is useful when you have bad RNG and get only green orbs
OHHH! that's why i was getting slower, i thought it was some sort of bullet-time mechainc, good job nonetheless!
Yeah, it's a variable that store the time you have been pressing X, it tops at 7 seconds and at the max value, also gives an extra speed reduction on the shoot, which at that point it can looks a bit like a ray of bullets haha
REALLY COOL GAME ! I love the retro feel, i ended up replaying a lot. The differents types of ships are clever and original, it was fun to learn the paterns and to get better every try. well done !
I'm happy to see this, thanks for playing more than once! :D
Hee-ho. Very nice classic game. Thanks for good experience
Thanks for playing ^^
Fun shooter game that reminds me off the old arcade shooter games. I had one annoying problem.
I don't like that ships still can shoot at you while they are below you you can't avoid there shots easily.
Besides that it's a nice simple game easy to understand with lot of lore haha.
Thanks for your feedback on that part!
I went to see gameplay from some games I played to see better how they handle this and now I have a better understanding of how enemies go out of screen, for some reason I only could think that enemies always shoot when they leave but are just a few that do something like this haha. If I keep working on the game outside the post jam patch, I'll rework this part
And happy to see that you find it easy to understand and read the story. :)
Fun! The controls, graphics, and audio were awesome. The special was cool, nice job on the game!
Glad you found my game fun, thanks for playing :)
Very satisfying to play. I like calm mode as a mechanic but it's difficult to tell when you are in it.
Thanks for playing (and being the 1st in mention something about the calm mode xD)
I'll have this in mind, I didn't put something visual to indicate it because nothing came to mind at the start and then I forgot about it until you mentioned it haha
Good job, good vibes! You've captured the classic feel of these types of games well.
I liked the small touches like the intro blast-off cutscene and the elastic way the enemies enter!
I'm glad you liked the small touches ^^
Thanks for playing :)
Really fun! Controls, graphics and audio were awesome. The special was really cool, nice job on the game!
I'm happy you find the game fun, thanks for playing! :D
very good bullet-hell, good aesthetics, the special feels juicy
Thanks for playing :)
I wanted to make a raybeam like the one in a game called G-Darius, still far from it but glad you find it that way!
The mechanics are enjoyable, but I do notice a few artistic shortcomings that could use improvement. However, once these are refined and polished in the future, I believe this game has the potential to truly shine and become something special. Looking forward to seeing its full potential realized!
Thanks for the comment! ^^
Some sprites were done in a hurry like the cloud generator at the end or the Warning sign, for that the cloud feels a bit out of place and the color of the sign isn't the best or like I imagined, between other choices I did for the other sprites haha.
I’ll have this in mind if I work more in the game. :D
game is really fun! i am a touhou player and i find this pretty enjoyable, ememies are a bbit spammed too mucch and the fact that there is a literal storm in space is a bit weird, i mean there are asteroid storms in space xd
Happy to see you find fun my game :)
About the enemies, I still need to balance it more for that reason, at the end the game can spawn too many enemies but the blue-white bullets from the ship that shoots a lot can be tank since it only do 5 damage.
And about the space cloud in space, I tried to explain it in the "introduction-tips" section (It's the only way I could think of to justify the electric storm hahaha, originally this wasn't planned so I had to improvise this boss.)
This game was really fun. It is similar to my game in a sense. This game gets hectic real quick and I love it. I tried to break out of the map or find any funny bugs but to no avail. I would love to see more enemies and maybe a change of scenery would be cool. One thing I would say is that when multiple enemies are firing, the sound effects tend to get overlapped. Other than that, this was a good submission, well done!
About the sound it's the thing I couldn't fix properly on time, originally sounded worse and I only put those sounds in an extra audio bus and lowered the volume haha
So I'll try to fix it for an update post jam :)
Also, about enemies and scenery change, maybe I'll do it. Originally the game was planned to be 3 missions but I only managed to do 1 and 1st I want to try to make a balance in the gameplay
Thanks for playing and the feedback! ^^
I understand what you are saying about the sfx. It's something I couldn't fix and I only lowered the volume in a audio bus hoping it didn't sound as before. I'll try to look at the audio stuff this 2 weeks :)
And the raybeam it is a bug that I decided to leave like that because in the 1st play test, I noticed that it helped to recover a good position after dying, but yesterday I decided that when you get destroyed, also the enemies explode. I'm still thinking if I leave it or not but I'll decide that when I fix the interaction between the enemy and the raybeam it's charging haha.
Thanks for playing :D
Whoops, deleted the wrong one. Realized a bit too late that my browser had gone crazy and posted what I wrote twice, lol.
And fair enough with the audio - only so much you can do within a week!
Really well-made for a first game. I like how frantic it gets deeper in, even when it just gets me killed.
One thing I noticed in my playthrough is that some of the enemy shooting audio overlays with itself in a way that's kinda grating when a lot of the same enemy are shooting one after another in a quick sequence. I wish I had a better way to describe it, but alas, I'm not an audio engineer.
Also, I died while using the raybeam, and when I came back, it was still going. I'm not sure if that's meant to be a mechanical forgiveness thing, or if it's a bug, but I thought I'd mention it.
This is super duper for a first game, or even as a game in general, really putting my first game to shame XD
This is a really nice bullet hell that i throughly enjoyed, i am still impressed by the background, so pretty
My only suggestion is to change the controls, my big hands dont all fit that close XD
Keep making games!
I'll have the rebind controls in mind next version and games :) I didn't implement it for lack of time and I didn't want to touch Godot control nodes again haha
Thanks for the comment!
(And likely later I'll play your game, the list is getting bigger but I'll play it)
I love bullet-hell type games, felt really good to play & shoot up the enemy ships whilst grabbing upgrades.
From a UX/UI standpoint I'd say try to make the pause menu with controls accessible from anywhere, you don't really know how loud/silent the sounds will be until playing.
I liked the arcade-like pixel-arts-y style, you should apply it to custom UI elements too! ( like the Buttons & Sliders )
Fun little wacky soundtrack, although shooting should have more variations.
Also maybe a good one for a next jam, try making a key binds menu, this is a "make once re-use always" asset many will appreciate! :D
Overall hearing this is your first jam game you did great!
Ok, I'll have in mind the pause menu like that, I wanted to put it at the end but I felt maybe I'll break something for how tired I was yesterday.
Yeah, the sounds can be like that, I had to use some extra audio buses in the settings to lower some sounds that were quiet but in game sounded louder or more quiet than intended haha
And about the UI elements, I ran out of time, also for that I didn't put the lifes sprite but probably I'll try to do those in this 2 weeks where I can't modify the game and learn how to put those in the Godot controls, I felt those were janky but mostly because I didn't have too much time to properly learn how to use them
Also, I'll have in mind more shooting variations, 1st I have to balance the drop probability, health of enemies and damages from the game, sometimes I felt it was too hard or more easy than it should
Thanks for the feedback in the UX/UI, usually it's my weakest point in programming so I appreaciate it :D