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Weapon Systems Down (GMTK Jam 2018 Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #180 | 3.700 | 3.700 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
very good game with smart idea I just think it's difficult to pass narrow corridors or I just auck at this game very good game well done.
You can go checkout my entry if you pleased it will be nice if you rated and left feedback.
I really enjoyed bumping into enemies... That was fun... What I would like to see is better controls or less narrow diagonal corridors.... I lost 6 lives in the beginning of the second level because i bumped into them... And also a continue feature.... Other than that it was a fun game and it matched the theme very well...
The ramming mechanic was really cool, especially when the second type of enemy showed up. I struggled quite a lot with the green ones, especially in the narrow areas. Overall though I liked it!
I really like this concept - specifically, the bit about ramming enemies! I feel like that could be extended, with power ups that grant more momentum, or add a shield that does light damage. I would maybe suggest giving the player more health, as dying from a single bullet is a bit rough. The game was otherwise pretty solid and cohesive. Nice work!
That's a pretty cool idea!
Awesome! You've got a great concept. It's surprisingly fun to ram enemies into walls. I think this would have worked even better if you could control the ship with your mouse so you had more precise control over the acceleration and position of the ship, but other than that, great job.
That's an interesting idea! Not sure how well mouse controls would work out without larger changes (my code for momentum is very simplistic), but I might just try this out later.
Somehow bumping into enemies seems really funny. Cute game.
I really enjoyed juking out the enemy fighters and making them crash into the wall. The overall feel is really tight. The concept (space shooter without shooting) is simple, but I think your enemy types really explored a lot of interesting ways to interact without shooting.
Thanks! Trying to figure out how to make the different enemies interesting enough to justify the concept was the part I spend the most thoughts on, so I'm glad it turned out alright.
Nice music :)