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Sloops in Spaaaaace!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #2110 | 3.118 | 3.118 |
Fun | #2277 | 2.735 | 2.735 |
Overall | #2523 | 2.794 | 2.794 |
Presentation | #3063 | 2.529 | 2.529 |
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?
There are three characters all joined together, but with only one function,.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
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
This is a really neat idea, I like how your two attackers are kinda floating along with you and not rigid. The idea of being able to pull resources towards you is also pretty cool, and being able to switch directions for the firing really adds an extra layer of thinking and strategy, though Im not sure i love Ctrl being the button for it (might be cause Im on a mac)
The one thing that I wish it had was some way to tell when you were running out of bullets - It took me a while to realize there was ammo of some kinda (and im still not sure if its ammo or a cooldown).
Also, I must say our games are really very similar in concept - moving around a circle and firing projectiles. I even have a typo in my controls as well lol. Makes me feel a sense of camaraderie between our game dev brains :D
Thank you! We loved the idea of having a semi controlled chaos, where you're running around with semi reliable precision on you're aiming, and I discovered the idea of swapping the shoot directions by mistake, and loved the extra control it gave, so we kept it!
You aren't the only one to struggle with that button assignment I think! It might be because you're on a mac. I built this in windows, and the control scheme is based on what I found most comfortable during playtests. Lesson learned for the future in terms of control accessibility!
Equally, the UI does need some serious love. I left way to little time for the UI (and Sound, of which there is none!) And both have suffered for it. Another lesson learned, but to answer the question, technically I had thought of it as an ammo count. The magazine starts at 100, and there's a three second reload when you run out. As someone else has suggested we're going to implement both a visual indicator of how many shots you have left, and also a reload animation.
I love it! It's nice to know I'm not alone in my blunders! I'll have to check your game out!
The CTRL swapping sides was a really smart touch - easily tripled the skill ceiling for this game, and kept me playing way longer than other games like this. A fun amount of chaos. :)
Thank you for the kind words! I really love the swap too, it clicked instantly when I put it in, and I'm glad that it has a positive effect on the play space!
This was actually a lot of fun. especially as soon as I realised the gun direction could be swapped, felt like going between facing in and facing out was key to getting further into the game.
The UI controls were outside of the game window for me, and the written key-bindings in the description didn't match my experience.
Overall a really nifty Game Jam game.
Cheers!
Thank you so much! Yeah when I originally was playtesting it I had it so that the gun would sway, and a small bug meant that it would spin around, and I discovered then that it added a strategic layer to the chaos. I definitely did want to try and encourage the swapping in play,so I'm glad that's what you came away with.
The controls being wrong is annoying! I was sure I'd put the right controls down, but I might have made a mistake, which ones weren't right for you?
I had wanted the controls to sit on screen, but we ran out of time long before the end of the jam, so we uploaded what we had. I'm slowly revisiting the game and adding all the things we didn't get to, which I'll upload after the submissions period!
The control scheme is a little weird, but once you get used to it, it's a pretty fun time waster. (that's not a bad thing)
Thank you! The control scheme is a little strange, its basically what I defaulted to while playtesting, and I didn't think to standardise before building it out! Something to think about for future jams/releases! I definitely lost more time than I should have to playtests during the jam due to finding it addictive! (but I think that's a good thing too!)
Cute game! Love your character design! Hopefully this can be fleshed out some more.
Thank you so much! I had way too much fun creating these little guys! We'll definitely be finishing the game and polishing everything up now that the jam is over. It's a shame we couldn't get the game as close to where we wanted it for the jam (alas, work got in the way) but we're still glad we could provide a fun little experience!
Cool game, I like the physics of the connecting rope!
Consider adding a health bar instead of text, and if you have to use text, consider using a font that is more consistent between characters (the 9s looked like a "g"). In any case, clever idea, and nice work!
Thanks for the feedback! I worked on making the physics feel the fun kind of chaotic, so I'm glad that worked! The UI admittedly has not been given the love it deserves, I am overhauling it as part of the updates we want to make for after the voting period. I had assumed a UI would be fairly simple, but was proven wrong!
Haha yea I really messed up UI for my game too, I think I spent about hours just trying to figure out how to make sure it wasn't blurry -- and it still came out blurry! Don't sweat it, you made something really neat, and the UI is just the next step, and one that I am sure you can ace. Good luck!
If it helps, I didn't see any untoward blur in your game. Thank you for the kind words! I've been going over all the small pieces I wanted to add, and slowly fixing them up.
Simple, but really nice and clever! Loved spinning these little dudes around in circles. Look at them go!
Yay! Thank you! We're glad you like spinning the Sloops around, that was the core of the concept, we wanted you to feel the chaos of them being dragged about!
Absolutely nailed it!
nice first game jam,
Thanks! We didn't want to go overboard with our idea as we're still learning the workflow, and while we weren't able to use the full 48 hours, we're still proud of the outcome, warts and all.
Simple but elegant. Would be nice if the gun had a little more feedback (to indicate when you run out of bullets). Curious to see how it will turn out with a little more work after the jam!
Thank you! We're really happy with the positive feedback we've received for this, especially after we had to down tools! I agree that it needs a little more UI/UX feedback while playing, to give a better understanding of ammo count and what the magnet guy does. (In our plan for the jam, we intended to have a "beam" of sorts to indicate while he was active that he was pulling stuff in.
cool idea! i like it!
Thank you!
Cute game, would be nice to see an ammo count. A few times I ran out of bullets when I didn't want to, would be nice to empty the magazine when I notice I'm low and there aren't any enemies incoming. Also, some sort of animation to show the dude is reloading. Other than that, and needing some sort of progression, this is a great start!
Thank you! An ammo counter is a good idea, and one I had on my cards while playtesting, but sadly didn't implement in time. A reload animation we hadn't considered though, but it's a great piece of visual feedback. I think when we revisit the game after the jam we'll add exactly those!
A great take on the rope mechanics people went for this year, adding another layer to it with the defense and multiple characters. I had no idea what the magnet guy did, I expected some metal to fly by but it never did. Definitely fits the theme, and it's a pretty cool idea, great job!
Thanks! We really liked the added chaos of not being in complete control of exactly where you're shooting! We sadly had to stop after the first day, so we didn't get the time to polish it up and finish things off. But we want to revisit the concept again in the future and finish this game up the way we imagined it. We're so glad you had fun playing with it even in it's unfinished state!
The Magnet dude is there to attracted back pieces of the ship when they break off. The game is a little easy right now, and you can pick the pieces up by running over them, so you may not have even seen them appear!