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A jam submission

FuelUp!View game page

Fuel Up is a game about collecting and managing your fuel.
Submitted by KroyIsYorkGames (@is_kroy) — 1 hour, 35 minutes before the deadline
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FuelUp!'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#22262.9052.905
Fun#30982.3812.381
Overall#32542.4762.476
Originality#42622.1432.143

Ranked from 21 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?
In FuelUp! You must manage your fuel usage wisely as it is not only your fuel, but it is your HP and your Currency

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

Submitted

I actually loved this game. It was simple, but so much fun! The only thing is that the music is loud as heck but other than that amazing.

Submitted

Fun game! Liked a lot the pixel art, simple but nice. One thing I would remake is the ship movement.

Submitted

This is a fun game. Combining the fuel, hp and currency together creates a really interesting interpretation of the theme. You can't spend everything you have at once or you will start the round with too little health. The art and audio fits each other too.

Here's some feedback:

  • There isn't any benefit for destroying enemies.
  • The movement doesn't feel natural. I'm not sure what type of movement you are going for here, but I think changing the velocity of the player to the direction it's pointing is not the right way to go. When you are traveling upwards, changing the player's direction without pressing 'w' should still make the player travel upwards.
  • The controls and the pacing of the game can be improved. I rarely play games with this type of movement, but I think that the combat is usually slower paced so that the player can react in time and move to a safe position.
  • Sound effects are too loud.

Great job on the game!

Developer(+1)

Thank you very much for the feedback, I was going for an asteroids style movement and you see how that worked out. There would have been a lot more enemy variation had I not of spent the entire first 24 hours trying to get the movement to work. The game does apply half of your forward momentum, which in retrospect should have been higher, away from you when turning, which in turn causes you to turn slower when fast and faster when slow or stopped. I also didn't realize till this morning that my volume has been at half for about a week, so when I thought the audio was fine, I wasn't even hearing it at full volume and that's entirely on me.

There's potential for a really fun game here but it's currently overshadowed by some easy fixes. I'd like it if the shoot button wasn't left click but something like space bar as it feels a little strange using the mouse without being able to aim. The ship also feels more like an incredibly grippy car than a space ship so maybe let it float a little more as at the moment it feels  a little hard to control.  However, all that said, it's a fun game and the presentation of the idea is top notch - feels very polished. Good job. 

Developer

Thank You for your feedback! I spent the entirety of day 1 trying to create a Asteroids-Like movement system and failed miserably, in the end it turned out more of a NES or Atari top down racer style movement. I have been tweaking to movement a bit since the jam but I find with less drag you find to run into the edge of the screen far to often.

This was cute but the sound was overwhelming so I couldn't play for long

Developer

Thank you for your feedback! Sound design is something I've been working on for quite a while and compared to some of my old stuff I think I'm making some improvement. I did learn earlier today how to make it where the player can lower or raise or mute the volume so I will be sure to implement that in other games in the future.