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A jam submission

Spatial ChaosView game page

Space shooter made for GBJAM11
Submitted by Koneko'sDream — 33 minutes, 56 seconds before the deadline
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Play spatialchaosgame

Spatial Chaos's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#1813.4664.143
Interpretation of the Secondary Theme#2033.4664.143
Graphics#2083.2273.857
Soundtrack/SFX#2082.8693.429
Overall#2123.1313.743
Gameplay#2522.6303.143

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 a space shooter in the style of Solar Strike, a gameboy game.

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Comments

Submitted(+1)

Nice shooter! Very nice art, including the HUD, and wonderful color palette. 

The controls are smooth, but it's not an easy game. I tried it 5 times and only got about halfway threre at best (love the progress indicator, btw).

The music is very cool at first, but it does get grating after a couple of minutes.

Submitted(+1)

That was cool! The art is polished, and it has creepy undertones. The soundtrack is nice. There's a good item and enemy variety!

It might be more comfortable if shooting was a held action instead of a pressed action.

The audio is a bit imbalanced and loud. The music is a good deal louder than most of the sound effects, except the item appearance and item end sounds.

Good work!

Submitted(+1)

I liked the smooth movement of the ship. The music stops after a while, isn't in on loop maybe? I would have liked the controls to be with the left hand as in the handheld though. I didn't make it to the boss, some "crying-baby" meteorite killed me twice. :-P

Developer(+1)

well, actually we accidentally had submitted this game with tons of bugs (like this one where the music doesn't loop) and with a soft lock in the first level LOL, but we fixed it all right after and uploaded here: https://konekosdream.itch.io/spatialchaos (the submitting period had already ended by the time, so we had to create another page sadly). Also, we are going to update this game after the jam ends, so we'll try to balance the difficulty to be fairer and more clear on how the game works and add everything that we had planned that didn't make to the game because of the deadline (like the final boss, gamepad support, instructions screen, etc)

Submitted(+1)

Played the fixed version.  Definitely some good Gameboy vibes.  And controls were pretty good, though I normally play these type of with a gamepad so would have been nice to support if possible.  Thank you for the fun game.

Developer(+1)

Thanks for the feedback. I will probably update the game after the jam ends, because there were so many features that I had to cut from the game to submit it in time. And then I will make sure to add a gamepad support!

Submitted(+1)

I feel ya!  I just barely got in the main game mechanic as learning Godot at the same time was probably not my best idea.  LOL  And no worries on the gamepad support, some engines aren't as easy as others.  One thing I love about Godot so far is how easy it is to add multiple input controls to it.  Unity has it but you have to do a lot more work.

Developer(+1)

Well, actually we're on the same boat then, because I did the exactly same thing LOL. This was my first game using godot and I was also a Unity dev, and that was not a good idea, as I had to sacrifice sleep to learn the engine while making the game, but at least I already had a previous notion on how the engine works, so things we're a bit easier, still I couldn't finish it but i'm happy with the results and I will probably stick with Godot for some time, as I think Unity has a bit slower workflow at least for me. Also, I didn't add gamepad support because I kind of misunderstanded the rule of the limited controls, but I could've done that easily as Godot has a really intuitive input system to work with! (Actually I'm Course, but I am using the game's artist account cuz he's the one who submitted the game lmao)

Submitted(+1)

Really liking Godot so far.  I have a few issues with it as it's missing a few features that I'd like to see and I really don't like the heavy use of Strings for things (at least in GDScript), though it seems they've made this a lot better.  Unity has this use of strings but in most cases you can code in such a way so as to not use strings or at least put them all in one spot and do code to check the validity of those strings.  But overall I really like how quickly you can prototype and build on things in Godot, takes ages with Unity to do the same simple things.

I'll find out more of what does and doesn't work for me when I port my regular game to Godot 4 from Unity.  I still have yet to try the C# in it but I wanted to give they're built in code a chance first.  This also probably didn't help me in this Jam.  LOL  But I am happy I did as I learned a lot about it pretty quickly.

Developer

Sadly this submission was soft locked and had plenty of bugs, and the submission time had already ended, so we decided to create another page with a fixed version that solved these problems: https://konekosdream.itch.io/spatialchaos

Submitted(+1)

Pretty good sprites and nice palette used here. Music felt a bit repetetive after a while. Unfortunately my pad was not working for the game (and I do not have arrow keys on my keyboard so playing it was a challange:)).

Developer

Thanks for the feedback! well, sadly we were out of time to playtest it and make some adjusts, and the game we submitted was actually soft locked after the first level and had many problems, so we submitted a fixed version on another page with everything working as intended: https://konekosdream.itch.io/spatialchaos (and now the player can be moved with WASD) feel free to test it if you want!