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A jam submission

SkyRoads RewindView game page

SkyRoads Rewind
Submitted by GreenLeafGames — 37 minutes, 21 seconds before the deadline
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SkyRoads Rewind's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#13821.8763.250
Graphics#14891.7323.000
Audio#16891.1552.000
Overall#17271.3232.292
Game Design#17641.1552.000
Theme#17701.1552.000
Innovation#18220.8661.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
Rewinding to 1993 ..An adaptation of SkyRoads DOS Game

Did you write most of the code yourself and made all the assets from scratch?
Yes, except the free assets and explosion particle system. Adapted from Brackey's Tutorial to learn basic game movement.

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Comments

Submitted

Just completed it, short and sweet :)  (there are just the two levels right? or did i miss some?)

Congratulations on completing your first game/game-jam! This was my first game jam too!

A few pieces of feedback I could give (bare in mind, I never played the original SkyRoads game, so if all these things are this way because you were trying to remain true to the original game, then perhaps ignore me):

-I felt the most fun parts of the game was when I was going fast;  however that also made the game much harder; I found the easiest ways for me to complete the levels was to slow down and jump carefully (but who wants to do that?! :P). I'd suggest giving the player and incentive to go fast, as that's when the game was most fun; maybe you could make the player get to checkpoints in a certain time; or maybe their score for the level is based on how fast they beat the level, so you could make it a speed-runner game of sorts. 

-Stiffen up the controls a bit: the spaceship feels a bit slidy/slippery to control, which is why i had to slow down a bit. At times it was cool when i was going fast and jumped, slid across a platform and made another jump all without slowing down;  but at other times it felt frustrating that i couldn't turn in time.  I'm guessing you used forces to move your rigidbody on the character? Perhaps consider using rigidbody.velocity (which will make it very snappy and no slide); this depends on the kind of game you want to make though :)  I think a good compromise would be to have snappier controls, but a boost function which makes you lose control a bit but lets you go faster; but again, this might be making the game quite different to the original game. 

-More levels ;)  The first level took me a little bit to get used to (you could make it easier to allow the player to get used to the mechanics first), but after i did I found the second level easy enough to get through; and then I was wanting more :) haha. 

Hope this isn't too much text; well done on completing your first jam! *hi5*

Submitted

If you decide to play/review my game (which I would appreciate, but I don't expect by any means), I made a WebGL version of it which is identical to the official game jam one (bugs and all...) which I put here: https://moocow17.itch.io/rewind-bullethell-web-version  it will save you having to download it. You still have to review on the official page though https://itch.io/jam/brackeys-4/rate/724985 if you want to give it a rating. 

Developer(+1)

Thanks for your comments and for playing the game. Yup, is my first game, and first game jam, so things are a bit buggy. I have tried to make the game similar to the original version, although could not quite get there due to time limitations and also because right now I just don't know how :) But this jam is more of a learning experience for me, so your feedback and tips are much appreciated :)

I will try to improve the controls amongst other things, so thanks again for your feedback. It really helps! *hi5*

Submitted

For the controls, I've used rigidbody.velocity in my game (the game jam one and the one i'm making in my spare time), so it has that super snappy arcade feel to it. I think that will work for your game too maybe.  It works for my game-jam game, but for my game i'm making in my spare time people have said it feels too artificial (because people can shift from going forward to going backwards instantly). 

Brackeys doesnt go into detail about it, but he mentions a sort of in-between approach in this vid: https://www.youtube.com/watch?v=-rwo_qdLag8 , if you pause at the 1min mark you can see some of the code he uses. I'm thinking of trying a similar approach in the future.

Anyway, best of luck with your future game dev work! 

Developer(+1)

Thanks so much for your tips.. I am using AddForce and it makes everything happen too fast, bit unnatural. Will try out the trick in brackeys video. Thanks and all the best to you too..

Submitted

Hey, unfortunately we can't play it this form. We need all the files unity puts into the folder when building, not just the .exe

Developer

Thanks so much, updated in new project as I cannot edit the submitted project. Hope this works.

Submitted

I guess you only uploaded the exe file, you needed to archive the whole folder and then upload it here. Sorry, but your game looks like a nice start from the screenshots

Developer

Thanks so much, updated in new project as I cannot edit the submitted project. Hope this works.

Thanks for the encouragement, really appreciate it :)

Submitted

Redownloaded and it works, managed to finish in a couple of tries the first level but the second one was too hard for me, maybe reduce the fog a bit since there are also the half platforms that you can collide with and they all look the same in the fog. Could have probably finish that as well but I had to remember the level by hard cause there was no time to react. 

Developer

Thanks for your feedback and for playing the game. Yes the level is hard and controls are not very refined either. Needs more work to make it easier and more controllable. Thanks again :)