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Unruly Beams's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #155 | 4.268 | 4.268 |
Fun | #334 | 3.696 | 3.696 |
Overall | #350 | 3.750 | 3.750 |
Originality | #785 | 3.661 | 3.661 |
Ranked from 56 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?
You can't control your weapon
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?
No
We used pre-existing audio
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Comments
Very polished game, the sounds fit in very well. The overall experience is very enjoyable.
Nice one, my game hard similar idea of not controlling the shooting. This was a much better implementation of that base premises. Learned a ton from your design.
Pretty polished, fun game! good job :)
Well made variation on the uncontrollable weapon idea!
That's cool. I like how you lose a laser beam when you get hit. It also has the double effect of making it slightly easier, since you don't have to turn around 180° when that laser is charged up.
You're actually giving struggling players another boon to do better once they've lost a "life".
Really liked how you loose lives while loosing places to shoot beams. So cool!
Cool, I like the idea (as we had a similar one ;-) ) and the style and sound! Nice job...
I enjoyed the game! The fact that the player was shown ahead of time where the next shot would come from pleased me, a lot of games I've reviewed haven't done that. I think because you are shooting from 4 sides, maybe have enemies come from 4 sides, with the player starting in the middle, I can imagine it as like some sort of 'space traffic'. It says you created art for the jam, but then you linked where you got the assets... I'm a little confused, mind clarifying for me? Overall good game, I felt the difficulty curve was a little too high going in to the second level, but others seemed to get past it fine.
Thanks for your feedback!
Yes I did everything by myself except for the music and the font, it may be a little confusing because I have two nicknames :p (Heelio & MadWayDigital). I always mention the two for works like this because one is my "personal" identity and the other is more a "professional" one.
Oh ok, I didn't really read it closely, great game!
Wave 7 is a tough one! The game is really fun. I like the concept, it's destabilizing but not unmanagable. :D Even if I had troubles shooting a lot of ennemies with a single shot (if the movement is too fast, nobody is touched), it felt really great to use. And the difficulty is also very well balanced.
Good work on the visuals too! It's simple, but with a nice touch of polishing and good feed-backs, as well of course as lots of beautiful effects! This is a really cool entry!
(btw, I would have expected the game to be compatible with azerty... That's my only complain! :p)
Thanks a lot!
Sorry for the lack of AZERTY mode, I focused on QWERTY because it's the more common layout. But arrow keys works too ;)
Just awesome, looks great, great idea. The only thing I would change is make the laser fire duration much longer
I like this! Interesting idea, and good execution. Getting the hang of pointing any beam but the forward one is a bit tricky, but I liked this!
Good wave variety. I'd consider putting a bit of a directional line outside just the gun highlight to make which gun fires more readable ahead of time.
the visuals and music add a nice touch to the atmosphere
I like the twist on the space shooter genre! It was pretty challenging at first but once I got the hang of it, it felt great. Good job!
The idea was nice and fitted the theme.
Mechanically, it was strange that the more I got hit, the easier it became, because I only had to focus on one beam. I think there should be an advantage to having multiple canons, maybe multiple could fire independently?
I also didn't find that the repairing added too much to the game, especially with such a long delay. I would probably make it so you game over when you don't have any canons, but they either repair themselves over time, or have a way to build them up.
Nice entry, and good luck :)
Thank you for the feedback!
It was an attempt to add a "risk vs reward" mechanic to the game: you can intentionally loose one or more canons to gain more control over the direction you're shooting, but that puts you in a risky situation because your core gets exposed. I thought it was nice way to balance the difficulty, but yes I understand it could be strange ^^
Interesting thought! To be honnest, I added this feature one hour before the deadline and was not really sure about it. At first, loosing the four canons meant game over, but I was afraid this would make the game too difficult. So I wanted a way to recover while maintaining some kind of vulnerability. But maybe I should have added this feature as a powerup or something.
I love this concept
That was awesome, pretty good work :)
Wow, this is amazing! the game in general doesn't lack on anything!
The visuals are dope.Good luck!!
I love that mechanic!! My first impression was "Well, so I just have to get lucky." But then I noticed that the corresponding side lights up just before it fires. So you have quickly move the ship to shoot in the direction you want. Really fun concept!
I also found it really cool that your lives are equal to your weapons. Not to mention the graphical style, which is just gorgeous. Really clean and striking art-style, well done!
My only feedback would be to make it a little clearer which side is going to fire. Right now it goes from light-yellow to dark-yellow. Maybe a size increase, added border or an extra UI element or something would make it a bit more clear. But at the same time, that also keeps the difficulty up, so if you made that decision I respect it.
Thanks a lot! I agree that the hint on which side is going to shoot could be a bit clearer, I'm definitely gonna improve this later on. At first it was a bright blue light but I wanted to keep colors consistent (warm colors for the player, cold colors for the ennemies). It was a bit hard to balance. Thank you for your feedback :)