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Guardian Starship's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
VISUALS | #118 | 3.578 | 4.000 |
AUDIO | #129 | 3.130 | 3.500 |
THEME | #151 | 2.981 | 3.333 |
CREATIVE | #187 | 2.832 | 3.167 |
OVERALL | #192 | 2.832 | 3.167 |
FUN | #198 | 2.683 | 3.000 |
EASY TO GET INTO | #231 | 2.683 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
Yes
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Shots are upgraded every 10 seconds.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
- Music by Bert Cole www.bitbybitsound.com
- Graphics by Kenney
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://josant.itch.io/
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Comments
This style has a soft place in my heart. It brings back a lot of good feels from the old Nintendo/Atari days.
Right off the bat, I was a bit confused with movement. At first I thought it was going to be like asteroids where all you can do is rotate I had no context that I could move other than the thrust animation. Perhaps a mini map, or some parallax background movement, or maybe allow the ship to move some before the camera pans? That would help alleviate that. Once I realized I could move the game opened up quite a bit.
The UI is crisp and clean. The game comes off very well polished. But without a mini map to or a counter to show my progress/how many enemies were left, I never felt I was getting anywhere.
The disorientation was part of my original idea, but I like your suggestion of "allow the ship to move some before the camera pans", the score was completely forgotten while developing the game.
Thanks for the feedback.
Thanks for playing.
It looks really really good and polished ! The playablitiy is kinda hard though, it is very hard to steer the ship and aim at the same time with the mouse . Shame as audio visuals are top notch :)
It looks really really good and polished ! The playablitiy is kinda hard though, it is very hard to steer the ship and aim at the same time with the mouse . Shame as audio visuals are top notch :)
Yes, it takes a bit to adapt to the controls, but it was intentionally not to make it so conventional.
Thanks for playing.
I find the controls a bit weird, as the mouse rotates the ship to aim but only when you don't move. The background also doesn't seem to move when you do, which made me question a lot at first if I was actually moving.
That's right, the mouse has these two behaviors, I wanted to make the controls not so conventional, about the background, it was also done with that intention of disorientation in space, but there are also those arrows that indicate where the enemy is as an aid.
Thanks for playing.
I like the idea of freedom in a big battle, but you can almost tank every bullet and win by just shooting straight into the boss ship. I would rather give less health to the player, and make the patterns easier to dodge.
Yes, it was a very big mistake not to do enough tests to balance the game; I tried to make the patterns as defined as possible, I put the bullets that can be destroyed with the intention of creating more space to dodge, I don't know if they fulfilled their function.
Thanks for playing.
It is a very nice game but when I moved the player and press left mouse button it didn't shoot,it shot after 2 clicks and it is happening every time.Still enjoyed playing this game.Keep going:)