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If {Ships}'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #697 | 3.417 | 3.417 |
Overall | #1112 | 3.292 | 3.292 |
Presentation | #1564 | 3.250 | 3.250 |
Originality | #2174 | 3.042 | 3.042 |
Ranked from 24 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?
As you progress through the game, conditions are added to the basic controls, making the ship more and more out of your control.
Did your team create the art for this game during the 48 hour time slot?
No
We used pre-existing art
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
interesting concept, the "L" key did not work to shoot. Music is very good as is art.
The L is meant to mean left click, and R for right click. I understand the confusion though.
Very fun and well polished game. The idea is simple but satisfying to play, with the right amount of screen shake, explosion and sound effects.
Although the controls can be a bit more chaotic to pose a higher challenge and the mother ship could use some more feedback when getting hit. (eg flashing white, partial damage, or a health bar) But this is really fun and I enjoyed it a lot.
Actually amazing. This game is crazy. I really like how you have enough HP for you to not instantly die while trying to figure out how to play with the new conditions while still threatening game over. A boss fight at the end would have been a nice touch but I guess the real boss fight are all the stacking conditions near the end.
The game plays smoothly and the concept is more fun than actually restricting while still keeping with the theme of the jam.
Not sure if the game looking like a 10 year old flash game is a plus or minus but it surely makes me feel nostalgic.
Thanks so much!
Not a bad concept. A bit of figuring out to get what all the interactions are but still!
Thanks. The confusion when you first get upgrade(s) is intentional and desired. I wanted you to feel like you weren't quite in control.
Interesting idea with a lot of potential, and looks polished. It’s a little confusing when the inputs changed though. Maybe the amount of button shuffling could be turned down a bit. Good game overall.
Thanks. The confusion is intentional. I wanted you to feel that you can't quite control the ship. I dialed it down a lot during development to give you an increasing sense of lack of control as the game progresses.
Quite good.
This is fun, but I don't feel like I know what each of the conditions are doing, or even if they are working. Good Game overall.
Thanks for the feedback. Do you remember the text of the conditions that you couldn't figure out? I'd like to think if there was a better way I could have done them. I'm pretty sure they're working as intended, but that doesn't mean that it would be easy to understand what it is doing.
when ever shld appear on something other than right click I didn't notice a difference.
That one is enabled when you have your shield (right click) up. I probably didn’t have enough pressure to actually use your shield for that condition to be relevant.
A smart concept that took a while to click and made me smile a very wide, very mean programmer’s grin. A+ concept, slick execution.
Thanks for playing! I'm glad that the idea (eventually) made sense and made you happy when you got it. I hope it was fun!