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How to steer an alien ship's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #3614 | 2.278 | 3.222 |
Originality | #3932 | 2.278 | 3.222 |
Overall | #3951 | 2.174 | 3.074 |
Fun | #4094 | 1.964 | 2.778 |
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?
You need to connect elements of an alien spaceship to navigate it.
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
The presentation of this game left a fantastic first impression, it's clearly top-notch. The art and music is lovely, and how the hell did you manage to put together that opening cutscene within the time frame? Nicely done!
I like the ideas at play here. Engaging different pieces of the controls in order to make the spaceship work is neat, and the concept is I like that the shooting module also takes a slot, you need to be careful how you use the pieces at your disposal.
Unfortunately, I'd say the cool idea isn't spectacularly fun in its implementation. Moving around is clunky, it's stressful and difficult to simply get where you want to go, and it's easy to make mistakes. I definitely enjoyed my time with the game, but lost patience on the level introducing the enemies to shoot. Being a cool idea doesn't make it less awkward and frustrating.
That being said, there's the seed of a great idea here. The challenge will be making the movement mechanics difficult and unique while also being fun, which seems to be a very tough design problem. This is a solid entry with plenty of potential to build on. Well done!
Thank you very much for your extensive review, it is very appreciated!
It is also very nice to read constructive criticisim, I think you have a very valid point here. Let's see if we can manage to make it more fun while maintaining the original idea if we should decide to further develop it at one point.
Awesome ideas, I like how at first I was like "meh it's easy just do one direction at a time" and then you threw in enemies and button to activate which made it more challenging and really brought the core concept to light! Well played!
Thank you for your kind words! Happy the difficulty ramp fulfilled it's purpose!
Interesting idea! I found the best strategy to be putting all of the tiles in place and take off the one opposite the direction you want to go.
Hahaha, that's smart approach! :)