Interesting idea! It was certainly out of control. I liked switching between the two characters that handled very differently. It took me a while to get the hang of it, but once I did, it was quite fun!
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Thrust Vector's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #569 | 3.773 | 3.882 |
Fun | #1211 | 3.144 | 3.235 |
Overall | #1606 | 3.087 | 3.176 |
Presentation | #2414 | 2.858 | 2.941 |
Ranked from 17 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?
Control is a resource in this game and you lose if you run out of it.
Did your team create the art for this game during the 48 hour time slot?
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
The concept and mechanics here are nice and innovative, a great use of what I thought was a fairly difficult theme! As others have mentioned, the dragon seems much better than the knight and the balance here could be tweaked, but this seems to be something that you have already addressed :)
The art, whilst basic, kept everything readable, clear and simple. If you intend to update it would be fun to see this without the 'developer art', but try maintain the readability of the game as is!
Awesome entry, good job :)
This game had a super cool concept and overall was a lot of fun to play! The camera was a bit dizzying at times, but I still thought it was really cool. Tbh a lot of games I've played have great art, which helps, but doesn't matter in the long run if the mechanics are solid. You have proved that you don't need stellar graphics to make a great game!
I really like the idea of jousting in space!!! I think my favourite thing about this game is how both the knight and the dragon play very differently and compliment one another very well. Good job!
Great game, Koveras! You get full score on originality, this was a clever use of the theme.
I like the asymmetric mechanics and the fact that every action consumes energy.
When playing the knight you are screwed once a rocket hits you. During one match i tried to keep floating through space without spending energy after i had been hit by a dragon's rocket, waiting for the dragon to waste its energy first, but didn't happen, what a clever tricky fella!
When playing the dragon the critical moment is the first seconds! Once the knight has reached you it is over!
in the beginning i was allowed to play dragon and knight, but after some matches i was only assigned knight every time, is this on purpose ?
This is a very clever idea for a competitive game! I appreciate the simple control scheme, but the game is hilariously biased in the Dragon's favor. Having three projectiles makes it basically impossible for the Knight to safely close distance, and thus the Dragon doesn't have to waste precious Control trying to approach or flee, especially since the combatants usually start really far apart from each other.
The recoil spinning was a bit excessive too. I assume the physics engine is at fault here, but that could get pretty nauseating at times, especially as the Knight.
I agree that the Dragon may be a bit overpowered, and will play with increasing the costs of launching missiles in the next version. That said, with a bit of practice, it is quite easy to dodge the AI's missiles as the Knight, though unfortunately, I didn't have the time to teach dodging to the Knight AI, so it keeps running straight into missiles. :-(
As for the recoil, I will try tweaking the angular drag in the future versions and hide some UI elements while spinning very vast to decrease the nausea factor, but I do want to keep the crazy spins in the game, because when you're hit, your ship spins...
(•_•)
( •_•)>⌐■-■
(⌐■_■)
...out of control.
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