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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
This game was simply great. Responsive, polished, and simple. Only 2 things I would address: pacing is a bit slow and the shield doesn't feel as satisfying (compared to shooting).
You are the first person that made me think about the shield not being satisfying enough, really interesting feedback... Thanks.
Wow... At a first thought I actually can't think of anything to improve that... That is really something to think about...
Just a couple of ideas off the top of my head, they could possibly work stand-alone or even combined.
Hmm... Those are nice ideas... The shield blast and the kamikaze enemy seems a good fit to improve the game experience without changing much. Thanks!
Really nice and polished game my only complain regarding the game design is that there is not really a punishment or reward while being on shield mode (Maybe I miss something didn't get unitl the end due the slow start) technically you can evade all projectiles or absorb them and nothing changes besides the score.
Please check and rate my game jam submission
The slow start is really something to work on... But there is something more to the shield mode... You actually gain energy with every bullet you absorb, and this energy is you Life and the power you use to Fire bullets... If you simply avoid all the bullets, you won't have energy to shoot and will die with one hit... But with full energy, you can take 5 hits.
Definitely a bullet hell. I love the visuals, very polished and smooth. My biggest complaint is the pacing. It feels very slow. Unsure if I am alone in this.
You are not alone in this... I was worried about the game being too slow to be considered a bullet hell... but I was too excited about the story and I just couldn't ignore it. Thanks for the feedback! ^^
If anything, it's great, because it just means you can improve the game massively by adjusting a few numbers! It's really solid, good job :D
Thanks! ^^
The theme was really well implemented! That's a really neat inversion of normal bullet hell mechanics. My only request would be that the campaign has really slow pacing <3
I'm glad you liked the absorption mechanic... It feels a little counterintuitive at first, because we are used to avoid the bullets, but I like how it makes an interesting break in expectations.
Unfortunately I had to sacrifice the pacing of the campaign to maintain that story driven design... If only I had a little more time, I could have added some voice overs and made the campaign a little faster...