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Save Our Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Fun | #18 | 4.000 | 4.000 |
Controls / UI | #31 | 3.000 | 3.000 |
Art / Graphics | #42 | 2.000 | 2.000 |
Sound/Music | #44 | 1.667 | 1.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
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Comments
My daughter and I played this game on stream: https://www.twitch.tv/videos/1928231849?t=00h02m20s
Overall, we had tons of fun. It took us a bit of time to realize that we could shoot, and how to shoot, and that made a world of difference. Thanks for telling us to use the ammo in the game!
We went for a sloooooooow creeping approach so we didn't need fuel, and that strategy worked very well. At the end we had so much extra boxes of health and fuel that we increased our max health and ammo a ton for the last stage, without realizing it was the end :)
In terms of improvements, I'd suggest adding an end boss of some kind, maybe with a room containing the rainbow power-up to max health/fuel/ammo first. Having some tutorial in the beginning to teach the basics of the game would be great too. I didn't realize we could shoot at first, and when I started shooting, I didn't realize we could aim!
When pressing the right trigger, I would fire multiple blasts when I really only wanted to fire once, so maybe having a single shot per button press would be good. There were also a few times a second shot would bounce (??) off walls and enemies without doing damage.
Overall, great fun for a prototype and I'm excited to see where this game goes in the future!
Hello! Welcome to Feedback Quest 5! It's nice to meet you! My name's Hythrain. I'm part of the FQ team and a hobbystreamer. I'm writing this review live after having played your game.
I first want to say I'm very happy to see you looking into feedback so early into your development. While this may affect the score, I feel this is the sort of thing this jam truly exists for. So please don't be discouraged by score.
Wait, didn't the guy below me say all this? Crap. I swear, I wasn't copying him.
Anyway, as someone who is often high on stream (and tonight was no exception), I started off feeling concerned and not knowing what the heck was going on. However, this quickly began to fade as I went about experimenting and got a quick idea for the gameplay. It quickly became about how far I could get on the limited resources I had, then once I got the item that gave me full stats I got to truly test around and see how things worked.
Upfront, I love the concept of switching between working inside the sub and playing outside. I'm reminded of We Need To Go Deeper, but as a single player experience. With that in mind, I want to give suggestions for improvements.
1. When firing missiles, it shouldn't just fire over and over if I hold the mouse button too long. When I was trying to fight, I often had it where I'd fire two missiles. This makes it too easy to waste them. A longer delay between shots could deal with this, or you could make it only fire once per click. Based on the invincibility frames you employ, I think the click option is better.
2. Starting off with such few resources and it being a few levels before you'll be able to get to full, it can feel really difficult to start. As such, I'd recommend more starting resources. Along with fixing the above, it'd go a long way to make things play nicer.
3. If you're not beholden to your current use of fuel, I'd recommend making fuel act as a boost in speed rather than just draining. If you want to keep the current use of fuel, I would suggest slowing its base rate of consumption but also allowing players to get a speed boost by burning more. This way, a player who wishes to conserve fuel and instead rely on ammo would be rewarded by less fuel use overall, but if a player needs to conserve ammo more they can rely on fuel boost to get through enemies. This lets players choose what they conserve and what they spend.
4. Faster movement in the ship would also be a good idea.
5. Speaking of the ship, you have three levers for adjusting make HP, ammo and fuel (this really played into my WNTGD feelings). However, rather than the current system of increasing max stats, what if these levers instead allowed your ship to produce those resources or to reduce the amount used. So for example, each level of fuel would reduce the amount of fuel used. Each level of HP would give or improve a recharging barrie . Finally, each level of ammo would generate ammo.
6. There is no six. I just wanted to have one more. :D Hi!
Overall, I love the prototype you have going on and I hope to see more.
I love comment. Thanks for taking the time. Really great input and lots of good ideas.
When I do a next gameplay iteration I will "work" through your points and will definitely implement some.
This is a game that is *very* hard to rate given how early it is in development. Awesome to see someone release something so early in development to get feedback on their core mechanics though! So please don't take the lower star ratings as "bad" - it's just the categories don't really exist in your game just yet!
The controls are super responsive, which is a great. Even though there is no tutorialising, I was able to figure out the mechanics of picking up the objects and taking them to their correct places to get bonuses - as well as the switching to change my skill levels of various things around.
I love the switching mechanic and could see it becoming very intense later in the game as you're trying to manage things while avoiding being swarmed by enemies.
Following you and the project on itch, really want to see how this progresses!
thanks for your comment! that kind of feedback is exactly what I was looking for :)