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A jam submission

Wacky ShipView game page

top down space shooter game made for the GMTK Game Jam 2020
Submitted by Felipe Viana, Vrauzito — 6 hours, 13 minutes before the deadline
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Wacky Ship's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#26362.5672.567
Overall#29012.6002.600
Originality#31522.6672.667
Presentation#37062.3332.333

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The theme is in the gameplay as you lose control of your ship whenever it gets damaged

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted(+1)

GG for the game and for making all of it within 48 hours !
I made it to the 6th wave :O
thanks for the game !

Submitted(+1)

Score 3860! It starts out easy but become kinda chaotic later on. I felt pretty dead when I got hit the first time. I like space invader bullets (1 bullet on screen at the same time), but would have preferred faster bullet speed, and maybe if you start out with 3 bullets and lost one when hit.

Submitted(+2)

Clever concept!

Although it's harder to justify 'story-wise', I think it would work better if you start out nearly uncontrollably, and then gain more control if you get damaged. (In order to prevent a negative feedback loop.)

Developer

Interesting idea i didn’t think of that.

Maybe it could work nice in a exploration game where you have to collect things to make your ship better overtime.

Submitted(+1)

Yea, the one bullet thing is frustrating, but otherwise it's actually a cool concept. If you cleaned it up a bit it could be a really great game. Love that you used Love btw. Cool engine.

Developer

Thanks for the comment.

I’m still learning Löve and i’m loving it. I don’t plan on doing 3D stuff right now and i like to know how everything works. I’m not a fan of using an engine that has its own interface and workflow as well.

What are you using right now?

Submitted(+1)

I use Godot. You and I feel similarly about engines. They're incredibly annoying to use. That said, I'm too old to spend time remaking a physics engine for fun. I wanna ship games, so I have to relinquish control a bit for the sake of getting things done.

Developer(+1)

Nice!

I understand your point. Right now my focus is on learning and not so much on shipping.

Godot seem pretty nice, it would be my choice if i were to use an engine right now. For now i’ll stick with Löve to learn more with it.

Submitted(+1)

Oh yea, stick with. Good luck!

Submitted(+1)

Great idea for a game- the presentation leaves a bit to be desired, but I like the idea of ship damage impacting control. It's a little frustrating to have to be slowed down and it does give the player a sense of their inevitable demise- if that is the effect you were going for, well done!

Developer

Thanks for the comment.

Do you think the game needs more animation/juice or it’s just more beautiful assets?

Submitted(+1)

I like the idea that damage actually has an effect on your abilities (rather than just a being a number that determines whether you're alive or dead). It does mean though that when you get hit once, you get into a bit of a downward spiral and lose quite quickly. Perhaps it could do with a way to repair damage?

Developer(+1)

Thanks for taking the time to comment. At first i thought about giving healing item but them i decided to make the game this way to be like easy at the beginning and then getting out of control at some point when there’s too many enemies and your ship is damaged.

Submitted(+1)

Praise for stating controls at the beginning. How exactly the score is determined is unclear.

Developer(+1)

the green and red enemies each give you 10 points when they die and the purple ones give you 20 points.

The enemies die and give you points when they going out of screen or by your shoots hitting them.

Submitted(+1)

The ship damage works really well, although I think only being able to have one bullet on screen at a time makes it a bit frustrating

Submitted(+1)

The ship is shooting much to slow for my liking. But the overall idea of a ship losing control by getting damaged is very nice!

Developer(+1)

Thanks for the comment. I did the shooting at the last minute and unfortunately i didn’t have the time to test and balance it. I personally like to have some kind of limitation so you don’t just hold the shoot button and have to think carefully when to use it but it indeed is too frustrating the way it’s now. I think i would like the shoot to be faster or you could have more than 1 at a time at least.

Submitted(+1)

Cool concept! 

Developer

Thanks :-)