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Starship Gunner's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3829 | 2.278 | 3.222 |
Originality | #4342 | 2.200 | 3.111 |
Overall | #4835 | 1.807 | 2.556 |
Fun | #5149 | 1.493 | 2.111 |
Ranked from 9 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?
Usually, you get to fly the ship. Not this time.
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
Pretty fun! This has a lotta potential. My only issue was that it's quite hard to judge where exactly you're firing, Something like a crosshair would do wonders!
Thanks!
Crosshairs were definitely something I wanted to add. I just ran out of time.
I like the concept - it definitely feels like being a gunner in the Millenium Falcom or something similar. The gameplay itself could use some polish though and I think your audio is broken? (might just be my Firewall or something).
Either way, very impressive work in just 2 days! I can also tell you most likely created the 3D models in Unity, which I know can be quite a hassle. If you want to publish this as a stand-alone game I'd suggest going for a first person viewpoint - that could improve the fantasy of being a space gunner even more.
Thanks!
You're spot on with the Millennium Falcon comparison. One of my inspirations was the 12th level of Super Return of the Jedi from the SNES, where you play the turret gun during the Battle of Endor.
As for the audio, you should only be hearing two sound effects: the sound of your ship's engine running, and your gun firing (I made both sounds during GGJ19, and reused them here). Trying to add more sounds, like other guns firing, became too much of an auditory mess due to the sheer number of Audio Sorces. I didn't get to music so there isn't any this time around.
Blocking it out with Unity shapes actually ended up being a major boon, as it gave me a lot of control over the prefab, which became important with locking the turret rotation so that ships can't shoot themselves while tracking opponents.
My biggest disappointment was that I couldn't get more ships into the scene. With syntax being my Achilles heel, my code was definitely not optimal. Too many ships and the game crashes from how many vectors it's trying to calculate at once.