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Asterism's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #51 | 3.736 | 3.736 |
Visuals | #76 | 3.621 | 3.621 |
Overall | #77 | 3.506 | 3.506 |
Theme | #84 | 3.391 | 3.391 |
Audio | #102 | 3.207 | 3.207 |
Fun | #110 | 3.230 | 3.230 |
Approachability | #124 | 3.322 | 3.322 |
Ranked from 87 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Really fun game! interesting that your own bullets can end up hurting if you don't pay attention to what you are doing, as people already pointed out i would go for a little more precise movement so players can get a little more strategic in their positioning, but otherwise you made a great job!
Yeah, that mechanic is really interesting and can cause a lot of mayhem!
Thanks, man!
Hi Velcro! Happy to see you here. Thanks for taking the time to check it out. This is helpful feedback and we 100% will tune movement if we continue the project :) Have fun out there.
Very different way of playing. It took me a while to get used to the black hole, but I soon realized that it's quite addictive to know how to use it correctly hahaha It's high risk and high reward. I hope you continue the development, because the game has potential. (If you follow the feedbacks, I think it will be quite good!
The music and the ambiance generated was pretty cool too!
A hug from Brazil! haha
Luis,
"Addicting" is such a great compliment, thank you. I've read and deeply considered every single piece of feedback. Following the feedback is the only way forward. With as much love as its received, I believe further development is very likely.
Thank you for taking the time to check out our game!
Thanks mate! Abraços do Espirito Santo!
Really interesting concept for a game. Liked the enemy designs where you have to manipulate the bullet paths to bypass schields or deflect their attacks. Felt like the controls were more difficult than they should be, too hard to make precise movements, but can be easily improved. And yes, I saw in another comment that you want to get rid of the friendly fire, which would be a big improvement. Looks and sounds great though, well done!
Hi Mugs! Thanks for stopping by. Heard, thanks. This was a concern of mine during development, but we really wanted that alien-vs-tech feel. Behind the curtain, the player's hitbox is a generously small sphere in the middle of the player model to try to help against this, but I can that that we would have more work to do if we decide to continue developing it.
As for friendly fire. We understand this is frustrating and wish we had more time to playtest before turning in. The idea was to offer the player with 2 decisions. Ve allowed to spray at the costing of having to dodge or be slower and more precise. In practice, I don't think this translated well. If we continue, we will at the very least reduce the damage to something almost negligible for some testing, and if it still feels the way you described, we will remove it completely.
I think the minimum distance the alien moves is too great, makes it impossible to micro-dodge out of the way of incoming bullets without ending up somewhere probably worse. Maybe that's just me being a bit crap at it, need more practice! I guess the trick is in planning larger well-timed movements, but sometimes you don't want to really move, just sidestep a bullet, and it's very hard to keep in control of that. Don't be disheartened though, it's a really nice entry.
I'm certainly not disheartened. The feedback has been phenomenal and very encouraging. This is my first gamejam and I will certainly be back :)
Understood. It is super reasonable addition and I can see that it would only ADD value to our game. I've added to it our list of acknowledged and planned changes listed on our page:
https://bellkalengar.itch.io/asterism
interesting game, fit the theme well. I liked the main character, would have been nice to have some parallax or something in the background to make the game more immersive, either way I enjoyed playing this!
Thank you! I'm glad you enjoyed the game. If we return to further the game, this will be one of the first things we change :)
Very Nice game, the visuals were really cool. Nice Job
Thanks man!
I'm very happy that you liked it! We worked with a very talented spaceship guy :)
Very very very interesting game! The visuals are on point, and the theme si very well implemented! Good job, I really enjoyed this game!
we're glad you enjoyed it!
Awesome! Thank you! We made it only visible when you got close so it still "CONFINED" you, but also still felt like you were in the open vastness of space :D
I got to wave 8, the black hole concept was pretty cool!
I personally don't like the friendly fire at all, the enemy mothership with it's own black hole was pretty cool!
Hi Aptet. I'm glad you liked it. Thank you for the feedback. The self-damage is something we WILL change if we decide to further develop the game.
Interesting concept! While it does have flaws explained by other commenters, Asterism still oozes potential.
Personally, I think the game could benefit a lot from giving the player a wider field of view, maybe even letting them see the whole field, this way throwing black holes around will let you see exactly how effective it is without endangering yourself. Player controls could also be improved - the inertia effect and a sense of "choppy" movement makes it difficult to navigate and dodge around the level.
Your feedback is really insightful!
Hi! Thank you so much for taking the time to leave so much feedback. I really appreciate it and will learn from this.
For the field of view: I thiiink we have this functionality? :) in the controls screen it says that you can use your scroll wheel to zoom in/out :D
I agree that movement could be improved and this is the first thing I would work on if we decide to continue the game.
Thank you again for taking the time to review our game.
I really like what you have going here!
I enjoy the spacey mood set by the minimal graphics and sound. It really fits well with the dangerous scifi feel to the gravity mechanic. And it the jam's theme is nailed with the limited area and the danger you can build up in there.
I think a smooth camera would have done a lot to improve the experience. The camera moving glued to the player like that makes it feel a bit jerky and disorienting.
I hope you keeping working on this past the jam/ With a little more time and polish I think there's something really good here!
Absolutely! We are considering further polishing and your feedback will come in handy
Aww! Awesome, thank you so much for taking the time to respond and give in-depth feedback, its super appreciated. I can certainly see how the camera can be awkward. I think some smoothing would really come in handy here.
Feels a bit odd and might be a bit out of my alley. There is something good here but it needs more polish.
The good:
The visuals are both good and lacking. It's very difficult to tell how and where the player is moving when the background remains stationery at all times. Some particles or space debris to help ground the player movement is better.
Otherwise, models and sounds are generally in tune. There is a space-esque art direction to this that I see the team is going for.
To improve:
The gravity mechanic, while interesting, seems to be very flat in how they affect gameplay. A single blackhole mitigates all enemy bullets, can heal you, and is a great counterattacking tool, and affects the entire map.
It's too strong. And the only counter to it is a spaceship that immediately destroys it.
The design is very black and white and lends itself to somewhat flat gameplay.
If the blackhole affects a smaller radius, and or takes time to charge up and become effective, it may add more nuance to the gameplay rather than being too centered (and overshadowed) by it
Wow, this was great feedback, and I truly appreciate it. It is very constructive. Our sense of movement is certainly our weekest point. I think the space debris is a great idea.
As for the blackhole, i think you make a great point and I will learn from this.
I appreciate you take the time to leave so much feedback. Thank you very much :)
Interesting physics based mechanics.
I'll get the issues out of the way first, the game feels a bit confusing at first glance with the shots that can self inflict damage when they orbit inside the arena, and some of the enemy patterns feel a bit eratic (mostly the rocket looking ones) zooming around at random.
Other than that the game is great, with the orbit mechanics, the hp recovery if you score a kill with the black hole, i particularily liked the fact that if you time it well the black hole can serve as protection by absorbing all bullets of a complicated pattern right as they're shot out XD
Once i got past the confusing begining to learn the mechanics, i had fun playing.
Good job to the team :)
Hi! Thank you so much for taking the time to rate this. I will learn from every bit of feedback. I've heard, loud and clear, that the self-damage is frustrating. If I continue development of this game, I will likely removed or vastly reduce the amount. Especially for the blackhole. I wish I had more non-development playtesters, but that's a game jam :)
Thank you for your feedback, it was very appreciated :)
No problem, well probably reduce more than otright remove cause it is a nice gimmick to avoid just spam fireing all the time, and i totally get that playtesting can be troublesome, jams in a nutshell :p
Very cool game. The fact that your own bullets hit you is quite interesting. I also found the player's design quite unique. An enemy appeared with an almost transparent shot, I think this can get in the way a little, I didn't know if it was to dodge or catch. Overall I thought the game was pretty cool.
I'm very glad that you liked it Moebios. Self-damage is supposed to promote the decision of "spray and be good at dodging" or "be slow and methodical".
I agree that the transparency part is a problem. It is WAY more visible in the engine but once we compiled for WebGL it got worse and I ran out of time :P
The transparent enemy does very small amount of damage though, but feeds a ton of bullets to the other enemies :D
Nice mechanics and visual. The blackhole curveball mechanic is super fun to play around with.
Thanks! We're very proud of it! I'm glad you liked it!
Cool visuals!!!
Thank you, we worked hard on it :)
Love how shooting to much comes back to bite you in the but
Nice game! I like it :D
Thanks, man!
Love the concept- the more projectiles you fire make the game slightly harder, with some enemies benefiting from it (like the vortex one).
Yup! Exactly! That's what we were hoping for. I wanted to present the player with the interesting decision of: spam and be good at dodging or be slow and methodical.
Would like to see the Gravity Mechanics expanded on!
Would love to expand on it. Thanks for taking the time to check it out! :)
Wow, nice game! The graphic style is very unique and the mechanics are very creative. I was a bit confused at first with the mechanics, but the black hole idea and the healing were cool once I figured them out.
Very valuable feedback, thank you! :)
Glad you enjoyed it!
Ideally, if it had been a longer Jam, we would've spent a bit more time clarifying some of the underlying mechanics and elements that exist. An example of this is the barrier that limits the play area. In retrospect, it needed to be more defined, or always visible, and potentially have more variance (a custom area rather than a set box).
We'll certainly try and improve clarity in the future, thanks for the feedback!
Yup, it can be hard to find time to make a tutorial when there is a strict time limit. Great job on the game overall though!
Damn you made a really impressive game here man. Real fun to play. My only complaint is that it's not entirely clear on everything. For example there's a sound cue for when that vortex enemy starts eating your spawn, but it'd be shown a lot better if the actual vortex part of the ship turned on. As for healing and the black hole mechanic, that went over my head too, I still don't get where it goes when I shoot it out.
Thanks! I'm really glad you liked it and had fun.
This is valuable feedback thank you. We tried to show that by having the large orange effect around him. Was that perhaps not rendering for you (graphical glitch)?
RE: "bacl hole mechanic". Thank, you, I really appreciate this feedback. I will work to make this clearer in the future. It is supposed to just be a second projectile that sucks up other projectiles and if you kill with it, it heals you.