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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?
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?
Yes
We created the vast majority of the music during the game jam
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Comments
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!
Are you playing on Mac by chance? It sadly appears like Godot games don’t work properly on Mac due to the engine using an unsupported feature
I'm playing on windows through chrome. Let me try a different browser and see if it works.
I tried on several browsers but was unable to get it to work. Weirdly, I had this exact same issue in a game I built in Unity for another jam and was unable to solve it, so now I wonder if it's just something local on my end.
It’s not unique, since someone had the exact same issue below, but it appears to be a rare issue. Very unfortunate. Thank you still for going back and trying again!
this game was pretty cool. i never expecter for the ship to dodgeso well!! one think where i was confused is in the score, normally if you are the bad guy you want the score to be as low as possible... i think?
Awesome entry!!
You’re not the bad guy in this one! You actually want the ship to survive, haha
oh... ohhhhhhhh woopsie :p
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.
Thanks for your review! And yeah, an AI has the advantage of being able to make instant decisions to dodge bullets and whatnot, haha
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!
Thanks! Ill check it out, it sounds interesting! :))
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.
I wanted to add some keyboard shortcuts last minute to fix that exact issue, but didn’t have time to do so sadly. Thankfully, contrary to a regular bullet hell game, you don’t die when you stop paying attention for a second, hahaha
Thank you for your review!
Very nice visuals & sounds ! The concept is interesting, I would maybe make each enemy have a higher chance to drop a specific item to add a bit more complexity, but all in all a great game !
They actually do! But I left out that information from the game as to not overload players, haha. Easier enemies drop less items, compared to guaranteed drops by the speedy and toughest ones
Wow nice! This feels like a really complete game with tutorial, music and everything. I liked the idea, though at first was a bit too hesitant with calling enemies and run out of fuel very early. But there is a learning curve to it which is great :)
This is definitely an issue that's cropped up with blind playtests, the game needs a way to tell the player that you gotta press those buttons more often!
Thank you for your review!
dude how did you do these visuals?? so cool!
Sapheu made the graphics! She doesn't have an itch account sadly. I only did the explosion particles, and the bomb effect, art-wise.
But thanks for your comment! I'll relay it to her!
what do you mean I always had a itch account and definitely didn't create one to look at the comments :p
Super cute graphics and music! I loved the idea but I thought the drunk pilot's ship should be able to kill enemies more consistently by making the shots track, for example.
Thanks! Tracking bullets would definitely have been a good addition as a powerup!
Thats really creative, I overwhelmed my pilot a bit, but just because i was overwhelmed by my fuel and health droping so quickly. Very fun.
Thanks! And yeah, you gotta tow the line between not enough enemies and too many for your pilot to survive, haha
Neat and simple game.
Thanks! I feel like the simplicity is a good contrast to how playing a regular bullet hell feels like, haha
I got a 6397 score! 😁
I feel some ennemies are a bit to difficult but this is a really enjoyable game! Well done!
Thanks! The right-most enemies are indeed pretty tough, they're mostly meant to be spawned in later on, or if you've got some bombs left in reserve!
Super cool little game! I like how you reversed the roles and havent seen anything similar so far in the things ive looked at. Great job! :)
Thanks! We tried to find an idea that felt as original as possible considering how vast the theme was. Glad that worked out!
I love the idea for this game, it took me a little while to understand that I had to click the enemies on the right but once I did it was easy to pick up. I love how the music stays in key from the menu to the actualy gameplay and it also sounds super pumped up. All in all very fun game!
In an ideal world, I would have had a smooth transition between the two tracks (they're actually the same song!) when you start playing, haha. Didn't have much time to work on music on top of dev stuff, so I'm glad you enjoyed the track!
Thanks for the review!
I love the art and sound to this, it's very well crafted! I think I either misunderstand or have a bug tho since the ship sounds to be firing but doesn't visually look to be. Same with enemies...
None of them are firing? First time I've heard of this, that is quite weird! Which browser are you playing in? I'd really like to fix this once the jam ends!
EDIT: The game might not work properly on older browsers or even some Mac browsers, now that I think about it, since Godot 4 games now need access to a new feature in them
Using Google Chrome! Let me try it one more time to see what happens!
Edit: It almost appears like the little blue laser is colliding with the player or some background element? I can see it but it doesn't go further than a few pixels from the player. Like... 20 pixels away MAX
I sadly can't seem to reproduce this issue on my end. Still, thank you very much for going back and trying it out again!
It is very fun to watch the little ship fly and around and successfully shot stuff and pick up items, awesome work on the AI for that! Very creative idea too, and the presentation looks retro cool as well. Neat game indeed!! Please check out my non-creative entry when you can :D
Thanks! The AI is very much inspired by how you'd implement a Boid/flocking AI, if you're interested! I just defined some custom objectives (like getting a powerup, avoiding the edges, etc), and weighted them appropriately!
Cool idea! I love the forced balance between fuel and enemies, adds a new layer of depth. Well done!
Thanks! Having the fuel tank as a way to encourage the player to act was an idea that came pretty late into the jam, so I'm glad it worked well!
Love the vibes, love the idea. Just wish there was a clearer way to know in advance how hard enemies were relative to their position in each row (are enemies in row 1 tougher than row 3?) and maybe what kinds of upgrades they would drop. But that's nitpicky. This is a great rendition of a reversed bullet-hell!
Row 1 and row 3 are identical, just a way to spawn more of the same enemy!
I wanted to add more info into the tutorial, but opted against it since I didn't want to throw walls of text at players! Tooltips, and a way to read the info on the buttons would have been ideal, but yeah, there's only so much you can do in a short while, haha
Thanks for the review!