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Clone Ship's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #107 | 3.667 | 3.667 |
Sound | #159 | 3.278 | 3.278 |
Story | #268 | 2.678 | 2.678 |
Fun | #288 | 3.233 | 3.233 |
Mechanics | #291 | 3.122 | 3.122 |
Aesthetics | #313 | 3.400 | 3.400 |
Theme | #321 | 3.100 | 3.100 |
Ranked from 90 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
All CC0 assets - 3 music tracks, a skybox & 3 or 4 textures
Link to your source?
https://drive.google.com/drive/folders/1N7biI9TK-odajECjLk6dtJ-pbpt_0QXn?usp=sharing
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Comments
Good game, everything works well. maybe something to work on in the future is some visual feedback on each hit of the turrets like a slight colour change or something.
I'm not really a fan of shooting and ships games, but I did have fun playing this one :) nice job on the aesthetics and the music I liked them a lot!
That's great to hear, thank you! My main inspiration was 2003's Freelancer, so you might like it!
Oh I didn't know about that game, I'll check it out, thanks!
I could just tell from the little gifs that i'd love this. The manoeuvring is really fun and and the models are great. Sadly, I was playing this on my laptop which could barely handle it. Going to give it another go when I'm on my main PC.
Thank you! Sorry about the performance, It's probably due to my code :P
I love the feel of the ship controls :D. Totalty feel bad ass zooming around.
Perhaps a bit of cinimachine, and some movement in the camera (dead zone etc) ,would have added to that even more.
Could do with a bit more visual feedback on the turrets being destroy or not, wasn't sure which one's i'd hit or not.
Really fun game! Well done!
Played and rated.
Great concept, it was pretty fun rolling around. The death mechanic makes it very fun and connected to the theme. I really liked the music! Great work overall it's pretty original :)
Would appreciate if you check out and rate our game as well: https://hadilepanda.itch.io/rise-of-necromancy
I really loved this game!
what an amazing game!
Thank you kindly :)
The first time I tried, I got motion sick. I got up and came back 5 minutes later to give it another go. I'm amazed at how much this reminds me of my days of playing Freelancer. The controls are really good and even though I get easily disoriented, it wasn't so bad with this game. I like the graphics and visual clarity. I also like the flavor text and bits of story you included. I'm actually looking forward to you expanding on this game a bit more.
Thank you, that's very kind. Freelancer was my main inspiration so I'm glad I was able to capture a little of that insanely good game haha!
I'm sorry to hear about the motion sickness! Was flying generally disorienting for you or was it more when you bumped into something (I've gotten a lot of feedback about the latter). It's honestly something I failed to consider so I'll have to be more mindful of it in future - I'm sure there are things I could do to mitigate that effect for people. Thanks very much for giving it another chance as well, I wouldn't have begrudged anyone for moving on from that immediately :)
It was mostly when I bumped into things and got turned around but like I said, it wasn't really that bad :) You truly have something good here, and I would even say to take this prototype and turn it into a full-fledged game. I know that's what I would do, even if it would ultimately be extremely ambitious xD
I'd never go for the sort of scope some games... in development right now... are attempting, but I'd love to be able to make a full space sim one day :)
Amazing work in 10 days. Well done.
I'm not sure what the lines around the player were. Maybe that was the player dying or it was a shield? Are the turrets indestructible, I didn't know if I was not playing well or not. A little more feedback to improve on an already amazing game jam entry.
Thanks very much! Also haha, you're right about the line effect - it was all of those things. The player ship blowing up, but also being obscured by the lines which were meant to represent the 'cloning' process, which repairs the player and also creates a duplicate of themselves to fight alongside them, aaaand the player is also invulnerable during that effect, so it's kind of a shield too :P
The turrets are not indestructible, they just have high HP to keep the game going a bit longer and I ran out of time to add hit feedback effects so, my bad. Thanks again!
Your ship steering, camera, and shooting felt really excellent. The audio feedback was great too. However, I couldn't seem to do any damage to the turrets. Maybe I was doing something wrong. I'd love to see this worked on some more!
Thank you, haha no you were right, they just have a lot of health and I didn't get to add any hit feedback to the game in time - I got fixated on the player controller for too long and then prioritised everything else instead so, whoops!
Congrats on completing the jam! I did not expect to see 3d space combat in a game jam, but it was fun! A first-person/cockpit view would be awesome!
This was amazing, loved the style and gameplay, so cool.. I did get disoriented at one stage but I didn't mind at all..
Nice space game, I did get a bit disoriented sometimes. Maybe add an direction indicator to the edges of the screen
Sooo this is how Everspace was prototyped ? - hehe nice Spacey Game!
A nice space odyssey you got going there! I really loved the death effect and was impressed with the clone ai! I will need to have a look at that in you files :D I found the movement when you collided with something a little disorienting although it is probably spot on how collisions would be in space :D Some more hit-feedback would be great for the player and the enemies!
Thanks! Haha well to save you having to sort through my very messy and inconsistent scripting, the AI ships just point themselves at their nearest target and pick a random speed to ram into it at - for whatever reason though, they usually miss and the result is what LOOKS like an intentional flyby while they bring themselves about for another try. Plus, since their weapon aim is unrestricted, they're able to fight effectively provided they aren't busy dragging themselves across the big orb's rigidbodys :P As for the collisions, I purposely added a high bounciness because I needed to move on from the player controller and never got around to adding a reverse or strafe ;)
Ohhhh I love that so much! AI that should be dumb actually turns out to be a cinematic genius! :D Thanks for sharing! I think the thing That bothered me most with the collisions was how it forcefully moved the camera with it if that makes sense?
Yeah I got you, the thing is, the camera is fixed to the ship's rotation and position, so whenever the ship bounces off something, the camera will too just out of necessity, so I guess right now it would need some kind of method to detect when a physics collision occurs, and lock the roll and maybe pitch of the ship for the duration of the bounce? No idea how to do that at my current level but I'm sure there's a way haha
Good art and I like the space skybox. The ship control is a bit difficult and I would recommend a better ship model, the player ship's too low detail compared to other objects, Also could use some vfx when things get hit (both player and enemies). Overall, great job.
Nice game overall. I liked it but little hard to know if i am hitting them or not
Nice music and game mechanics, when my health get to 50 percent my ship started to shiver nice touch
Nice game! Good gameplay, and great ship control system! Loved the atmosphere and the music. Nice done!
Thank youuu!
I really love the visual style in this. It just screams this style of game that died in the early 2000s, and I can’t get enough of it.
Personally, I think the game’s controls can be very unwieldy. I think it could have used strafing controls on the ship, which would have suited the locked-camera aiming scheme better.
Sadly, I think having just the tanky and highly damaging turrets makes the gameplay a little tough to enjoy at times. I found myself frequently getting stuck in a death loop right next to a turret, just trying to get away from the station so I could take another diving run. The clone mechanic is neat and the particle effects are… stellar (anyone?) but the forced standstill while waiting for the clone to spawn adds a little bit of clunkiness that feels unnecessary.
If there one crucial improvement that comes to mind, I think it’s fighters. Having flying enemy ships, no matter how weak or incompetent they might be, would liven up the gameplay significantly by letting you use your forward-driven flight model against similar enemies as opposed to static targets. They could serve to draw you away from your targets and break your focus to keep the skies clear, and maybe even drop some gear to help you.
Mechanically and aesthetically, I really like what you have on offer here. The use of that bombastic orchestral score also gives the whole game this authenticity of pulp sci-fi that I’m not used to seeing these days.
Congrats on the submission!
Thanks very much, I definitely wanted to add all the staples but there just wasn't enough time - you make a good point about the static clone spawning - I think I got caught up worrying about making what was happening more visually understandable, and the game flow suffered for it. I also thought about adding some invulnerability time to prevent the death-loop but yeah, time. Thanks for the feedback!