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Space Shooter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Interpretation of the Secondary Theme | #203 | 3.466 | 4.143 |
Gameplay | #225 | 2.749 | 3.286 |
Soundtrack/SFX | #239 | 2.630 | 3.143 |
Overall | #245 | 2.916 | 3.486 |
Graphics | #256 | 2.869 | 3.429 |
Gameboy Soul | #273 | 2.869 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
It's in outer space.
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Comments
Competent! The enemy designs are cute.
Does the "+Fire / –Atk" and "+Atk / –Fire" add 1 and subtract 1? I'm not sure why I would choose a +0 overall if I have the option for a +1 upgrade.
Congratulations on the submission!
"+Fire / –Atk" adds a lot more fire than just "+ Fire", and the opposite for "+Atk / –Fire"
That's good to know! It was a bit ambiguous; maybe it could read something like "++Fire / –Atk", or something else to clearly denote that more is being added.
Good game, very nice graphics!
It's a very cute game! I love it especially the sprites xD I have a soft spot for these kind of games, nice one! ^^
its has a fun game play loop, art is cute and i like the chill music, with more enemy variety it will be more fun, the user interface needed more works, when choosing upgrade it need to more clear which upgrade is selected.
I really like the direction you're going with this game - it's a good foundation for a bullet hell roguelite with some chill music and fun player/enemy designs. The game as a whole is alright - it functions reasonably well especially given the constraints of a GameJam, but none of the art/music/gameplay elements stood out to me either.
As for gameplay, it felt like +Fire and one or two +Pierces makes the game extremely easy - there's no reason to go with +Atk because the enemies all died in 1-2 hits even with Atk penalties stacked up. Also, because the enemies just move directly towards you at a set speed that you can outrun (except for the shooting ones, whose projectiles made things a little more interesting), they didn't offer much of a challenge. There were also a few oddities I ran into while playing:
1. If you fly around without shooting enemies, it keeps spawning them in and eventually causes the game to stutter a lot and jolt the player/surroundings out of frame repeatedly. If you had a limited count of enemies per wave, or just a maximum enemy spawn cap, this issue could be avoided.
2. I didn't notice any changes to my attacks when getting the Ice Bullet upgrade. What was the intended effect here?
3. The game seems to reset itself to the starting wave after beating wave 14. I'm not sure if this was intended or not, but the immediate game reset was a bit odd. If beating wave 14 gave you a "you win" screen or something similar, that would've probably made this a better transition.
4. When I tried to use my Xbox controller to play this, the A button wasn't mapped. Pressing the D-Pad allowed for movement as normal, and pressing B paused the game, but I was unable to shoot until going back to using my keyboard.
5. When the waves hit double digits, the numbers become misaligned on the screen.
All in all, this was a fun little shooter. I hope this criticism helps as you continue developing your gamemaking skills!
thank you for the feedback. I was intending to fix/add a lot of these features, but I had a busy week and ran out of time, as for the ice bullets it slows the enemy’s, though it’s kinda useless and I should’ve made that upgrade better.
No worries, life happens! I think my not noticing the effect of the ice bullets might've just been a me problem lol, but that does make a lot of sense.
I hope I didn't sound dismissive of your work in my review - what you have here is good so far, and given the GameJam constraints and life stuff going on I'd say you should be happy with what you've achieved here!
The gameplay gets old pretty quickly. Having 3 different enemy types does help, but the best option is to just run away the whole time and just turn around briefly to shoot. Maybe something like a boost could help? Also, when the player runs out of health they don't die. The movement actually feels really good, just lacks variety. Good job! :)
Sorry I thought I fixed the health bug right before the deadline.
EDIT: Sorry it works when I download it from the normal itch page, but not here sadly
Aw that's unfortunate, at least you did get it working on a build though!