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Modular Mothership's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #760 | 3.441 | 3.441 |
Originality | #914 | 3.618 | 3.618 |
Overall | #1243 | 3.324 | 3.324 |
Presentation | #2201 | 2.912 | 2.912 |
Ranked from 34 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 become stronger the more modules you have Joined Together
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
A very unique take on the bullet hell genre. There's even a little bit of strategy involved, which is nice. One drawback, that I'm not even sure its a drawback, is that, in general, bullet hells will allow you to play the entire game without ever getting hit, if you can be good enough. I understand that that's not necessarily possible, especially when the ship gets incredibly large, but it can also feel very unrewarding for the player when there's absolutely nothing they can do to stop their parts from getting hit. At the same time, those parts keep getting replenished over time, and the only part that really matters is the core. I think what you've got here is a case of "how to solve item hoarding". Because the added guns act as "consumables" in a way (they get eroded over time), people will have the tendency to get attached, and not want to lose them. But the game is designed in such a way that you eventually HAVE to lose them (more or less). Its a very interesting problem to solve. You have to some way, tell people that "its ok to let go of this gun, youll get another".
Overall, very unique idea, very cool idea as well, and it's definitely something I'd consider revisiting after some amount of polish!
When you start to have lots of guns it is very fun and nice to play. Also random drops make it more interesting, because each play is different.
Nice game.
very difficult but also very fun
Damn dude, I played this for an ungodly amount of time. With more interesting components, potentially more accurate collection system (like picking up n dragging with a mouse), it could be a really strategic and interesting almost roguelike experience.
The presentation obviously is lacking quite a lot, but it does communicate about as much as it needs for it to be understood and be fun.
Based on the amount of time I played, I clearly was having a lot of fun, really like this game, thanks for making it!
Would really appreciate your thoughts on ours as well, if you have a moment! :)
I really like the idea! I felt that the difficulty curve was too intense though: pretty early on the swarms of enemy bullets was too intense to evade, and I was too under powered to effectively deal with them. Also that sound effect on the big gun is quite satisfying
I liked building my own crazy ship with all the guns and ship pieces, that was fun! Seeing a silly looking ship flying in space was more fun than a sleek looking ship. I enjoyed that. However, I do think that there were way too many bullets on screen. To counteract this, I found myself sitting in one place and not dodging because my guns could clear either enough ships before they started firing. Even with all the bullets flying around, I never really needed to move. Wish there was something more to motivate me. I got to about 50K before I died. All in all, great job!
I really like the idea, but the execution could use more work. Not sure how random it is, but the game just never seems to give you enough weapons to stand a chance against the swarms of enemies that appear after 30 seconds or so. Also, the huge size of the player ship makes it impossible to dodge bullets most of the time. Or maybe I was just unlucky the few times I played.
Feels like the old galactica games very nice , Although the enemy bullets might need a little balancing , the player doesnt really have much option in dodging , just deciding what area will the player will soak less damage.
Cool concept, though could use some balancing
a couple of time I got caught by a massive swarm all of a sudden while I had no guns left, and the size of the ship makes it hard to actually dodge bullets
maybe give the player a basic, invincible gun that's not very powerful and doesn't block bullets but is permanent
wow, this is really cool. fun gameplay, i managed to make some crazy ships :D got to around 40k points too <3 (im not sure what is your best, but it felt pretty good :D ). p.s.: i think the controls worked great
Thanks! Right now my best is 1,370,000 haha, but 40k is a lot better than average. I'm glad you liked the game
Hey this was cool! I did something similar to your idea. It's interesting to see what other people do with it. I agree with others that more drops would be better as that is the most fun part of the game! Cheers
Thanks. Your game was even more awesome.
This. Is. SO MUCH FUN! I played way longer than I usually linger on any one jam game. I will say I think there's not quite enough of what makes it REALLY fun, which is all the pieces attaching. I never came even REMOTELY close to what is shown in your screenshots. Not even close. I was always completely unequipped to handle the onslaught. Sometimes I even missed the pieces and was completely defenseless. I guess that's part of it. My thoughts are maybe slightly less enemy lasers (there's currently very little use for skill since the lasers have no particular patterns and most of the time just fill the space anyway, so dodging is rarely an option) and more of the modular pieces. Let them fly! Maybe have them com in different areas not just the middle, so it's a risk to go up and down to grab them. Well done on your game!
This was me most of the time.
Thanks for the glowing review :). I usually make my games hard cuz after testing them for so long they seem easy, but you're right, especially for a game jam, I should've made it easier. My idea was to make the game shorter so that people would replay it, instead of just having one long run and then rating the game when they die.
Also great idea on changing up paths to also target the top and the bottom. For the parts though, I wanted them to come after the enemies stop spawning so you would have time to attach them properly, but maybe that's not the right formula. Maybe I should've made them come mid-way from time to time, for an added bonus if you take the risk to catch them. Again, thanks for the comment!
My pleasure! You should be proud!
Really enjoyed it, nice presentation and fun gameplay but you can deffo get messed up with bad drops.
Don't know if this is appropriate to put but you might be interested in my submission I had a similar Idea to you but went in a slightly different direction
Great idea, let down a bit by the clunky controls.
What was clunky in particular? The shooting? Movement? Thanks for the feedback
The movement. It's very hard to steer my small increments, and it felt like there was some lag. I found dodging bullets basically impossible, and just camped on the sides.
I see. I tried using the in-built physics system for movement but I guess it didn't work out. Thanks for the feedback!
Great idea, let down a bit by the clunky controls.
I like the idea, probably could use some more explanation on the first gun piece, as i instinctively dodged it and then had no gun to use on the enemies haha
Haha thanks, ran out of time for a tutorial.
Really really cool use of the theme, very addictive!
Thanks, means a lot!