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A jam submission

Galactic ScalesView game page

Space Survival
Submitted by ASarevok — 1 day, 1 hour before the deadline
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Galactic Scales's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#3851.9802.800
Overall#4531.6972.400
Graphics#4621.6972.400
Audio#4931.1311.600
Innovation#5111.2731.800
Theme interpretation#5231.1311.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository URL
https://github.com/JamesDepret/GithubGameOff2023

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Comments

Submitted

Main menu image is so cool! Did you do it?

Submitted

Fun entry! The initial upgrade screen was a little daunting on first experience, but the gameplay was fun and easy to pick up.

Developer

Thanks for playing!

Submitted

Fun little game. I love the upgrading mechanic. The enemies were a bit too much for me and I went down in level 3 where the damage shot up. I think it would be a little better if the bullets were a little more visible on screen as I had a hard time gauging the impact of my shots. Also maybe if I could go faster in at least one direction to escape if the enemies had me swarmed. I like the title screen art too.

Developer (4 edits)

Thanks for playing and the feedback. Some of my friends responded  the same in the way that it's instantly quite difficult, but that after trying it a few times they could handle the difficulty better. But for newcomers it can feel a bit too punishing to start.

As for the bullets => enemies until wave three are all melee, so only if they are on top of you will you get hit.

I'm not quite sure how to improve the impact your guns have on enemies without bloating the screen with hp bars considering the vast amount of enemies.

Submitted (1 edit)

I think I'd like to see like more my own bullets coming off, like I couldn't really tell how often I was firing or who was being hit. Like in your first video, I see a bunch of enemies die, what hit them, how often was it shooting, how many hits did each enemy take. This is the kind of information that as a player I use to plan my moves. Like in vampirine survivor even when the scene gets nuts it's still rarely vague about what is coming out of you to hit your enemies. Also particle effects/sound effects/ (maybe there was sounds for the hits and I missed them) etc all make for more readable impact. But I agree might be easier once I get my feet under me on it!

Developer (1 edit) (+1)

I get what you're saying and you're 100% right. As for the reasoning behind why I made the choices:

SFX I ran out of time to implement properly, so I discarded most of it. The issue is that most turrets shoot at a rate of 2/sec, and you can have up to 50 turrets, which would make it just a constant "bleep". As for visually, at first, I had flying bullets, but it was programmatically much easier/faster to add effects to an instant hit, and I had less overhead on calculating bullet pathing (Again, same problem -> instant hits = easier), and it took little to no time to setup without bugs (compared to bullets with special effects). 

Now if I let the bullets just fly without pathing, then you start missing shots, which felt like a punishment and wasn't fun. If I speed up the bullets so that they don't miss, they fly so fast that you won't even see them, which would make them equivalent to instant hits.

The cleanest way to convey the info would then be like you mention a particle effect for an on hit, and prototype a bullet with tracking.

For debugging I added logs of the damage done per turret, perhaps I should make it accessible in the ui in some form that it's clear what's doing the most dps.