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Decaspace's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
EASY TO GET INTO | #23 | 4.375 | 4.375 |
FUN | #26 | 4.125 | 4.125 |
THEME | #30 | 4.000 | 4.000 |
OVERALL | #61 | 3.750 | 3.750 |
CREATIVE | #83 | 3.625 | 3.625 |
VISUALS | #92 | 3.750 | 3.750 |
AUDIO | #294 | 1.500 | 1.500 |
Ranked from 8 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)
Survive for 10 Seconds in each wave of enemies to blow them up.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
Godot
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://rovernoon.itch.io
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Comments
Aaah this is so nice, I love the staying near danger factor that just keeps you on your toes, with some proper sfx and music this could be a really interesting game. Also the tutorial was really well done. Honestly really nice entry, keep it up!
I really like the fact that you must stay near the enemies to charge your weapon faster, such a cool idea! I would have taken it even further, by making the gun not load at all if you are too far, that .
Also that tutorial at the beginning is a great addition, but I would have made it a bit shorter, I think it takes a bit too long.
I really enjoyed the game and made it to Wave 11, where I spent a long while before finally giving up. I really love the enemy ships—the way they enter, the enemy gun variety, the colors. The way you did the laser cannon was awesome. I wasn't expecting to play for so long, but the way the levels start is so satisfying that I enjoyed watching it every time.
Making the enemies the same but varying their placement was also an incredibly effective way of keeping the levels fresh but still consistent across multiple attempts.
I had two major issues with the game: the first was that the game stuttered immensely for me for a few seconds after detonating the weapon. This was a problem in the later stages, because unless I managed to kill all of the enemies at once, I had a good chance of dying without recourse while my screen was frozen.
The other issue I had was that it was hard to know when my weapon would be ready, as glancing at the bar while trying to dodge so many bullets was not really a possibility. This is probably somewhere SFX could have been a really nice addition, though I surprised how little I minded the lack of audio in the game otherwise. I suppose space since space is silent, it matches up well. :)
Nice work overall! Your game might be the longest amount of time I've spent playing a game in the jam :)
This game is the perfect definition of a bullet hell game :). Great use of the 10 seconds theme. Creative bullet patterns. Maybe adding an sfx to let you know that your weapon is fully charged would have enhanced the gameplay experience
A very nice game.I really liked this game but I think It takes too much time to start the first wave you can make that shorter.Great job,Keep going:).
Good game! I would say the enemies become interesting to play against from level 5 onwards. The simplistic art also works very well. Nice job!
Cool game! It felt really satisfying weaving through incoming bullets to drop a bomb on them all at once. The explosion effect was sweet and you had a great use of the theme.