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Galactic Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #9 | 3.833 | 3.833 |
Audio | #10 | 3.667 | 3.667 |
Originality | #13 | 3.833 | 3.833 |
Overall | #14 | 3.667 | 3.667 |
Technical | #15 | 3.333 | 3.333 |
Polish | #25 | 3.167 | 3.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Neat idea! And feels like a well-made game that I'd enjoy playing! I hope you finish working on this. One thing that I thought about when playing with it, concerning the velocity mechanic, was that it might be useful to see larger ship icons with some indication of their directional velocity. Maybe the rotation of the ships is supposed to indicate this. Thinking of games where you control large numbers of units, like Total War or Starcraft, having the ability to group units or allow certain units to be put into a mode where they auto-attack nearby stuff without needing to be told what to do could be useful. Seeing each ship move when switching turns is a cool effect, but it takes a while, an option to have them all move at once would be nice. I'm really impressed, nice work!
- Absolutely stunning presentation and audio! Mixing 'racetrack' like velocity mechanics into a strategy game is a cool idea, and well suited to a pass-the-console mode! Stability issues and lack of gameplay aside, there's a lot to love here. I wish I could enjoy the 4 different faction themes without them playing over each other, as they all sound like they *would* be epic if it weren't for this bug.
- The visual presentation has been done very well and it looks like a lot of effort went into getting this entry as far as you did. It looks like you may have fallen short slightly due to scope creep, too many good ideas with not enough time. As a tech demo it's also rather hard to grasp the ideas with so many controllable entities that all need interacted with independantly. For jam games I'd suggest making everything smaller and getting the core mechanics (like combat) in before increasing the size and capabilities. Good work though, you've got a solid foundation to build on if you ever choose to return to this project.
- Promising demo, but it’s missing too much of the game for a proper review.
- Holy shit the MUSIC! It seems that the audio of this game doesn't come out of a GBA, that there's an extra audio chip like with some NES games xD The rest is quite polished too, especially the menus. It's a shame that there's no battles, because I'd love to keep playing this game. I've wasted more time with the sound test that with the rest of the game :)
Jam ROM submission
Ok - understood! I attached the GBA ROM file as "MYGAMENAME_jam.gba".
Type of submission
Game
Open Source Repository URL
https://github.com/origamiscienceguy/Galactic_Quest
Tags
Strategy
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Comments
I'd like to apologise for not finding the sound test in this one while I was judging it (as evident in my comment!) This game had IMO some of the best music in the jam and definitely deserved to rank higher for audio, even if the in-game audio issues were a bit rough.
Unbelievably SICK intro and menu. It's all put together so well. I really think this has some legs and would love to see it become developed into a solid strategy game. Very nice work!
Thank you! We were all very proud of the intro and main menu as well.
some of the most polished menus i've seen in the jam so far! and i really like the idea of a turn-based strategy game where you hand off the GBA between the players. i bet this'll be a very cool way to have some interruption-tolerant async multiplayer on the go once battles are implemented :D
Thank you! I'm glad the work spent on the menus was appreciated. I do intend to make a full game using similar ideas, but that will unfortunately be a long way off, as my priority now is developing the audio engine used in this game.
I don't think it's a good idea to have players control 36 starting units unless there's a way to command large group all at once. Otherwise it's just too tedious. Also having them move one at a time at the end of turn takes a really long time.
All valid criticisms. Once it became clear that we weren't going to have a playable game by the deadline, it became more of an excercise to show what the code COULD do:
-Display a huge map
-Display lots of ships on screen
-Handle an arbitrary number of ships stacked on top of each other
I do intend to turn this into a complete game, but not by continuing development of this. The full game will be rebuilt from scratch based on what I learned.