Really fun to play, the tutorial is appreciated, although I think it would have been even better if we knew what each ennemy drops when destroyed, because I feel like I needed to spam them in order to get fuel or HPs, but the drops might be randomized so I won't complain too much.
The art and music is really nice, and I like the story that feels original (instead of being an ennemy trying to kill the ship you are part of the ship and need to survive). The score was a good idea for replayability. Great work!
Play game
Drunk Space Odyssey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #764 | 3.945 | 3.945 |
Overall | #944 | 3.648 | 3.648 |
Creativity | #1025 | 3.745 | 3.745 |
Enjoyment | #1485 | 3.255 | 3.255 |
Ranked from 55 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?
Instead of playing through a typical bullet hell, you spawn waves of enemies and make sure the AI lives through everything
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
Comments
Beautiful entry! Great idea and implementation, and art/music really compliment the gameplay! I'd say that it needs more balancing, right now there's no point to place anything but the weakest group of enemies, my longest run was when I placed only low-left enemy at about double of their timer frequency. But if the score is not the goal it's really fun to place the ships as many as you can and see how long our tipsy hero can last :)
Also great job on ships' movement/bullet patterns, it was a really nice touch to the game!
Thank you! Yeah, balancing was definitely a challenge, due to the fact that most drops and the ship’s behaviour are unpredictable, we had to do a lot of test runs to try and get it right, haha. The fuel drain does go up as you play, but so does the amount of enemies that spawn per wave, and I feel like that’s the reason why you can grind out fuel from them.
Maybe it’s the creator bias speaking, but I do very much like watching the ship try to survive bigger and bigger bullet waves, haha
Thank you for your review!
Really nice pixel art style! Also I like your well organised UI layout without panels upon panels. The enemy characters look really nicely drawn and all of them together on screen looks super awesome. Choice of music and sounds are also really nice. Awesome job!
Feel free to hop into my game as well and share your thoughts and ratings if you have the time!
has the pilot been drinking? hahaha congrats on the entry!
What a cool concept! Loveeee the art-design of your game, suuper well done!
Nice idea! Love the graphic, too. I wasn't able to elaborate a good strategy to win!
Very cool art, and the pilot definitely feels kinda drunk (although he still manages to dodge almost everything).
Love the 'hit me to help me' mechanic!
that pilot AI is something else entirely, it moves and dodges like a pro. I just spawned everything at the start and it handled that easily for a few waves until it got encircled from all sides, thou while you've mastered the AI in 48hours, it still lacks some gameplay other than spawn enemy -> watch enemy get destroyed. I feel like being able to draw enemy paths as you spawn them would add to the fun value, but not sure about other things
Drawing paths is definitely a good idea! I also thought about maybe giving a way to influence where the pilot goes by clicking to make the gameplay more engaging, but yeah, gamejam, lack of time, yada yada, haha
The AI actually wasn’t too hard to implement! I had some previous experience with messing around with boids/flocking AIs, and inspired myself from how those work!
Thanks for your review!
Hello there!
The game looks fun to play but I got the same error as a few people down there. 2/3 of my drunk pilot's bullets aren't shooting and that makes the game way harder than it should be.
That's very cool that you did the artworks and the music.
The theme is well respected and the concept of the game is interesting.
Good job!
Dang, Great work on this! Feels like my pilot isn't drunk. he's quite talented :P
If I were to play such a game as the main character, my keyboard or controller would definitely be in for an intense session! The unique concept, especially the action of dodging bullets with the plane, makes it feel like there's a hardcore player actually controlling it from behind. And the fact that you and the protagonist are allies and enemies at the same time, delivering enemies while also supplying materials, it's just awesome!!!
Hi Tourmi and Sapheu! I ran into Tourmi on discord and was in the happy position to test it on my Mac. (Pretty new Macbook Air M1 with Chrome). The good news is it totally worked! The bad news is that it took, like, probably 90 seconds to load, and the first time I clicked on an enemy there was a freeze for 20 seconds or so. I suspect that slower macs would crash the browser or never load, so it could just be folks are giving up before it gets going. A quick google search suggests this is a known issue, so maybe somebody out there has a solution.
The game itself is really nicely done. The pixel art is super great, the music is upbeat and fits the retro vibe. It fits the jam well and is going to rate nicely I bet! The gameplay is a little confounding, haha, but that's to be expected from the concept. Best of luck with the jam! It was really nice to meet you.
Thank you so much for testing it out! And gosh, 90 seconds loading is crazy, especially since our game really doesn’t have anything crazy, the largest files are the audio files, hahaha. It seems like the Mac issues are different from what’s been happening with the others, very weird.
I would have loved to make an interactive tutorial instead of writing text to help with the initial confusion, but yeah, there’s only so many features you can implement in a jam, haha. Thank you for testing it out, and for your review!
I really love the art and music, but unfortunately, it looks like I had a bug where the bullets the ship would fire wouldn't move past the front of the ship, so it couldn't beat any enemies. Game looks awesome, though!
Like retro-style music and pixel art. The drunk pilot(AI?) is somehow better in bullet hell than I expected, a very fun game to play.
It is also a super polished and well-made game, like the chaos created by me, making me feel like an Alien Overlord or something, mwahaha.
The music, the visuals! MUAH Beatuiful!
The code, i was thinking of making a similar game but came to a conclusion in the end that it would be impossible for me to code something that complicated so congratulations there also!!!
Small advice/nitpick thoe, next time make the difficulty rise exponentially(increasing faster over time)... Since hee hee i want my 1st place trophy! All in all i loved the game!
Exponential/non-linear difficulty was something I wanted to do, but I was running out of time for playtests, and I was worried that if I did it wrong, waves would suddenly spawn thousands of enemies, or enemies would shoot too many bullets after a long run, hahaha
For the code, I recommend looking up Boid/Flocking AI tutorials, as I was inspired by those! There’s no actual flocking (can’t very well flock when you’re a single unit, haha), but I do have a set of weighted objectives for the AI to consider!
Thank you for your review!
Oh wow!! This is wonderful! I'm on a quest to find other "You're the boss" type games like mine, and while technically you aren't a "boss", it's still somewhat similar with summoning ships to attack.
This was extremely well done. Feels super polished and well thought out, especially for a game jam game! I was very impressed. Even more that you created the art/music during it as well. And that AI for the ship! That's doubly impressive for the pilot being "drunk". The ship AI knew almost exactly what to do and was a super pro at dodging those bullets. Amazing AI there.
Game is fantastic especially for a jam. The only real feedback I can give is it does get a bit repetitive later in the game as it is the same enemies. I don't think there's an end but it also doesn't get much more challenging. Maybe if harder ships to throw at the pilot were unlocked later that would be cool, but in the end it felt like it turned into an idle game where I just kept throwing all ships at it. I eventually just stopped and let it die once I got to over a million points on my second run (my first I only had like 1700 points). But again my only slight nitpick on an incredible game.
Seriously great job on this. I was super impressed!!
Yeah, the million point runs is something I was aware of during development, and tried to balance them out throughout, but I didn’t want to like, ruin the fun and cap off upgrades early. And also, I’m a big fan of game-breaking runs in roguelikes, so I definitely didn’t want to completely get rid of it, haha. Had I had more time, I think I would have made the good upgrades (projectiles, firerate) a bit rarer, just so it would be rarer to get lucky and have a winning run right from the start.
Thank you a ton for your in-depth review!
wonderful nicely polished and I'm surprised that the ai can deal with the bullet hell very well done fantastic job!! :) the only thing I can give feedback on is that I want to watch the screen but the buttons to spawn enemies is off to the side so I end up not being able to watch the chaos.
Leave a comment
Log in with itch.io to leave a comment.