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Starship GAMMA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #20 | 4.086 | 4.086 |
EASY TO GET INTO | #34 | 4.286 | 4.286 |
OVERALL | #42 | 3.886 | 3.886 |
CREATIVE | #52 | 3.857 | 3.857 |
VISUALS | #56 | 4.057 | 4.057 |
AUDIO | #63 | 3.629 | 3.629 |
FUN | #86 | 3.514 | 3.514 |
Ranked from 35 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?
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)
Every 10 seconds the player is automatically changed between Firing bullets and Absorbing bullets. Having to adapt to this gameplay change.
Firing bullets and taking hits uses the energy reserves of the ship and the player can collect energy by absorbing enemy bullets and by collecting debris from the destroyed enemy ships.
In the Story, the player ship has a technology called P.A.S (Power Absorber Shield), but it can only stay active for 10 seconds before enter in cool down mode which also lasts for 10 seconds, but enables the ship to fire bullets using their energy.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
I made all the sprites, the music and some sfx.
But I also used a SFX library pack that I bought from Epick Stock Media a few years ago. "Advanced Game Sounds" "Advanced UI" "Retro Game 16bit" and "Sci-fi Evolution" are the packs that I used.
I don't know if they remain with the same names at Epick Stock Media.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/Tesophus
https://tesophus.itch.io/
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Comments
Nice sound and art, but a bit slow because of the story, even though I like it. Kinda forgot the special attack (didn't know it existed before a second try in the arcade mode). Nice boss!
Everything is very very tidy and feels polished :) I really liked the story mode with the crew members chatting, it really involves the player. Also quite impressed by the tutorial to introduce the mechanic and the slow ramp up of difficulty, very cool for a jam game ! My only doubt is that the player doesn't really feel threatened when in shield mode, this should be a risk reward mechanic.
Interesting concept with a lot of polish on the player and UI. More difficulty scaling in arcade mode (on bullet speed and enemy count) and enemy variety would be appreciated, because even after what felt like relatively long time (~2500 points), the only change I felt were the enemies with the spinning turrets occasionally spawning. It would also be nice if the playerβs idle animation did not bob up and down - I imagine it would make dodging dicier if the patterns were more dense.
I like that this really feels like a complete game, rather than a jam. It's impressive to see this from a 1 person team.
My only concern was the pacing of the game. The campaign felt like it progressed a bit too slow, and the Arcade feels like difficulty doesn't increase long enough. After the first both in Arcade, I stopped because it felt like it took forever.
On the good side, the campaign is very well done, the story makes sense, and they justify the core mechanic. They also give mini-goals which gives more purpose to the game!
The mechanic is actually nicer than I initially thought, because it allows for a break in the Bullet Hell gameplay, but also reverses it completely, trying to get as many as possible.
I liked you could add a bit of dynamism to the music and also the background, which added more diversity to the game.
Well done!
Thanks! You gave me a Great feedback.
I was really trying to achieve that "Complete Game" feel... It was my main objective with this project... I usually get lost at the prototypes and really need to improve my "Completion rate".
Initially I wasn't so sure about the 10 seconds mechanic either... But the prototyping stage made me realize it's potential... It was an interesting experience.
I made the concepts for some planets to the background and were planning to make a 2 stage map... entering a planet to battle the boss.... Like those star trek episodes where something weird happens and they are forced to get into an tense and unpredictable situation. But 1 week really goes by flying.
I really liked how your game showed me the possibilities of progressing the gameplay and story just by challenges, without even needing text to tell a possibly interesting story. That was an nice knowledge for the future. Thanks ^^