What I love about those arcade style game jam games are how effective they are despite being simple. At the beginning, I found controlling the car a little weird, if you jump too high, you start to bounce and have less control, the shots are slow... But then you just quickly get used to those hurdles. You get close to those suckers and shoot them in the face, doomguy style. You jump less as you get a feel for the hitboxes and let the shields rebuild. You take advantage of the bumps to go high and take down the enemies at the top. The only thing I disliked was having to jump with up but maybe it's just me? I think this game would be great on an arcade. Good job!
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Moon Dragoon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #96 | 3.344 | 3.344 |
Audio | #106 | 3.250 | 3.250 |
Gameplay | #120 | 3.063 | 3.063 |
Overall | #126 | 3.188 | 3.188 |
Graphics | #136 | 3.250 | 3.250 |
Innovation | #217 | 2.531 | 2.531 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/KOBUGE-Games/moon-dragoon
Theme interpretation
A shooter game on the moon. With moon-like physics and art, and a moonshot storyline ;)
Comments
Nice. Really simple, but the music is incredible, hahaha.
Graphics are nice and consistent, the sfxs sound good.
Gameplay is a bit boring. You can move almost all the way to the right and you're mostly safe. Didn't play like that, but it's something to keep in mind. I didn't see any enemy or bullet variations.
Overall, it's a good game, though it kind of reminds me of those tutorial games that come bundled in game engines to teach you how to make games or the flash games of old.
It was a really fun and addictive game, also very challenging. I got close to the high score.
I had some funny time jumping and shooting around the screen, the graphics are neat and sound works pretty well. The controls feel strange at first but gets better once you get the grip of the physics. Great game! Kudos!
The bounciness of the car felt great! :-)
I really liked the gameplay and the music+sfx were a great fit.
Somehow I drifted a bit to the left and I noticed that the combo counter was increasing to unrealistic levels while I was in the bottom left corner, so maybe there is a bug there.
Nice game, is difficult right at the start, but is really fun. Great wok!
Pretty fun lil game! I cheesed it a lil and just stayed at the left of the screen and was basically invincible. High score 43,534.
Great game! I love all the small animations of UI and in game elements everywhere.
Felt a little bit helpless sometimes, when some pesky hill catapulted me straight into a bullet while I got just one life left :D Still had a blast though.
Almost forgot... I really like the screen with the description of the controls. It's clear an simple. Well done!
Loved the humor, made me laugh out loud :)
The game is really difficult right at the start! New players need some time to adjust to the controls and get the feel of the vehicle before they can start playing skillfully. Would be nice to have an easier opening.
The visuals and sound design were pretty nice too. Good game!
Thank you for your feedback!
All humor credits go to Akien, he wrote the story. :)
Yeah, I guess the game is quite hard from the start. There were too many parameters to adjust and we only had time for a rough balancing right before the submission deadline. Also, we play-tested the game a lot while creating it and got used to the controls so much that we forgot how it must be for a new player.
I had a lot of fun with this game! I barely managed to get past Vegeta at first, but eventually I just started hugging the left wall and picking off enemies from there and managed to exceed the high score by a bit. I enjoy the gameplay it's very fast paced and the shield regeneration feels very good! Great job!
Really nice game, I loved it! Couldn't get past Vegeta's score though :D. Becomes a bit too difficult for me with time. Would be nice to have some sort of items that you collect which would slow time to more easily navigate around all the coming bullets. Also, I like the ability to turn off sound, but it seems that doing so turns off sound sfx as well. Overall, really enjoyed it. Great job.
Hey, thank you for your feedback!
Yeah, Vegeta is really strong, you need a bit practice to beat him ;) Difficulty was hard to balance, there were too many parameters and too little time left for the jam.
About the collectable items and slow motion: Nice idea! We had a similar one with upgrading your bullets or shield by shooting down passive drones that fly by occasionally (like in Contra). But we had no time left to implement it.
About mute: Yeah, I wrote the code for muting the sounds. At that point, I had no experience with Godot's audio buses, so I didn't distinguish between music and sfx. I had no time to learn how to make it the proper way before the deadline. Now I know that it is super easy and would have taken 5 minutes. :D
A good combination of art and music. Difficulty ramped up really quickly at the start, although I'm also kinda bad at this game i think. Good game overall!
Thanks for testing and for the review!
Yeah we didn't do much external playtesting so the difficulty is pretty much just what felt challenging enough to me... but we know that there's always a difficulty bias from the game designer :D
The difficulty ramps up linearly over 4 minutes, but on all factors (enemy speed, spawn rate, firing rate, bullet speed), so actually it's not linear at all /o\
In A.D 2101 war was beginning! wait wrong script... I LOLd
Cool game, music fits in very well, gets u in the mood to play :)
Thank goodness the shield recharges, for I am horrible at this type of game. :D Really fun though! Overall I gave a pretty high rating for these reasons:
1: Great art. It was very clean, had no trouble being able to differentiate bits of the screen (for some reason, a lot of other submissions were badly low-contrast, or perhaps my eyes are just starting to go finally)
2: Great music and sfx. I thought the selection felt perfect for the game play, just the right speed while not taking front and center stage away from the game play.
3: Game play was fun, if not too dynamic. I will chalk that up to only have two weeks to work on it, or perhaps just to me not getting far enough! :P
Only slight points docked because the web version immediately crashes for me and my Mac/Chrome with a "WebGL context lost" issue. But bonus points for it being made in Godot make up for that. Great work all around!
I also thought the "script" was hilarious.
Thanks for in-depth review! That's really nice to read :)
About the WebGL issue on macOS Chrome, that's surprising as the game should use WebGL 1.0 (GLES2 in Godot) which should be supported by WebKit. Do you get the same issue if you export your own Godot-made game to HTML5? (You should be able to test locally by configuring the HTML5 export preset and use the one-click deploy option that should appear in the top-right corner. Note that if your game uses GLES3, that's WebGL 2.0 which is not (yet) supported by WebKit.)
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