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Planet Siege's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #394 | 3.818 | 3.818 |
Presentation | #602 | 4.045 | 4.045 |
Overall | #632 | 3.803 | 3.803 |
Creativity | #1586 | 3.545 | 3.545 |
Ranked from 44 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?
It takes the theme of a traditional space-shoot-em-up, but you play as the alien hordes rather than the lone pilot.
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
Love the aesthetic of this game! nice tone :)
Thank you very much, I'm glad you think it works!
Pretty cool idea! So let's dig into this one. My main issue with this is that the gameplay itself is quite shallow. It boils down to just micromanaging two buttons, upgrading your resource gathering, and then sending out troops to delay the ship a bit so you can have some time to get more resources. It's actually quite simple to win. If this idea is expanded a bit further I would suggest adding some additional depth to the gameplay so you can put a bit more thought into your actions, but your current implementation is perfectly fine as a prototype!
Also, a minor gripe, but using the mouse to click on the pause menu and then needing to swap to arrow keys to traverse the menu was a bit inconvenient. It would have been nice if I could purely use the mouse for everything.
That aside, I do like that you added pause functionalities and the ability to disable the sound, it really makes the game feel a lot more polished. I actually smiled a little when I saw that you included those features. The presentation overall is quite good and the visual style is quite cool. However, I think the music could use a little bit of work. Overall though, great entry, and good luck on the jam! :)
Thanks for the critique mate! Re: pause features - those are part of the PICO-8 platform, and separate from any of my presentation. Yeah, it would be nice if they supported the mouse for those menus, but the PICO-8 platform is designed to run on hardware that might not have a keyboard and mouse :)
As for the gameplay itself - fair! There is an optimal strategy to figure out, but it's relatively shallow once you do. I wanted the laser you aim to be a more engaging element to that, but balancing that is tricky because it becomes redundant by the end-game. Thanks for checking it out!
You nailed the style, its very polished, and the music was great. Core gameplay loop was very satisfying, great work :)
Thank you very much! I'm glad you think it works! :)
This is a really cool game. Almost like a clicker game but way less passive. Like it took the most fun parts of the clicker game but added more interactivity. I'd love to see this expanded upon.
Thank you very much! I think 'clicker game but way less passive' is an apt description :)
Great idea! The gameplay is fun, albeit maybe a bit too easy on easy, and what seems like quite a jump to medium. But, the mechanics and aesthetics overall are awesome!
Thank you! Yeah, I definitely could have spent more time balancing those difficulties - that was the last thing to work out before submission! I'm glad you think the mechanics work! :)
A very solid and enjoyable game. Among my favorites so far. It's short, engaging, and very polished. Nice work. Also, good job with ship behavior. It's very annoying to shoot at him with the laser 😆
Thank you very much, I'm glad you appreciated it! I was hoping that would encourage a bit of synergy with the strategy - it's easier to shoot him when one of your ships is keeping him busy!
The art and music is amazing - perfect hits that retro aesthetic! Fun concept too -- it's well balanced, so that it's a good challenge, but still quite relaxed. Only from the comments did I notice that when you're not shooting the Red Marauder, it starts speeding up -- maybe the visual indicators of speed need to be clearer, like a progression bar or something? Very nice overall though!!!
Thank you very much, I'm glad you think it works! Yeah, I think if I was continuing to build on it I'd give some kind of warning that the ship is about to speed up (there's a sound effect when it happens, but it's pretty subtle and probably gets lost in the noise!) Thanks for the thoughtful critique!
Love the retro aesthetic! The content is very well polished overall with great visuals and sounds!
Thank you very much, I'm glad you think so! :)
Thank you! I remember putting solid time into that game in high school, so it must have been an influence buried deep in my memory!
Reverse shmup, now that's a pretty interesting concept. I managed to beat it only on easy though, couldn't keep up with the micromanagement on harder difficulties. It seems like you need to strike the good balance of not letting the ship accumulate speed and getting enough gem power ups to deal enough damage. Good challenge!
Pretty nice game, good job!
Thanks very much! Yep, I was aiming for that RTS balance of needing to keep a few little offensive things happening while you build up your economy. Thanks for checking it out! :)
Hey! Nice game idea, for some reason feel realy close to this one XD
I like what you did here very much. Great visuals and sound, also mechanics are nice and well planned.
You did very good job here, congratz!
Thanks for the kind words mate! :)
Loved the concept! Loved the presentation!
Thank you! I'm glad you think it works! :)
Great little game! Feels polished and sounds good, you really have to click a lot to charge laser and spam ships (after upgrading income) to keep it up in time. Feels well-made, although lacks in depth a bit, it seems. I think overall combining rapid clicking to charge laser and management/investing of gems is a good design. Art is also solid.
Thanks for the kind words and thoughtful critique! :)
Fun that you not only reversed the roles but also switched the genre to being a clicker!
Cheers mate! That seemed to be a bit of an accident, like - ah - this is already a genre that exists😅
Very nice, good music!
Thank you! Connor Grail did a fantastic job on that (as always!)
Really fun gameplay. The art style looks awesome!
Thank you! I'm really glad you think the art works, I am always really worried about that!
amazing!!!
Thank you! :)
Really awesome, love the vintage vibe. Art style is great. Medium is very difficult and hard seems impossible.
Thank you, I'm glad you think the art works! I wanted medium to still be a bit of a challenge, but yeah, almost certainly suffering from designer difficulty😅
Really excellent work. Was super satisfying to see a constant stream of upgrades and ships coming in.
That said I could only do easy mode! No idea how to do even medium difficulty.
Thank you! Yeah, I like the point where the tide shifts and you can deploy a huge fleet! Thanks for trying it out!
The secret is to build up a big economy early, only deploying a few ships to stop the Red Marauder speeding up. On medium difficulty, it speeds up if none of your ships land a hit for 20 seconds.
is hard mode possible?
You bet! Standard RTS rules apply - build up a really strong economy as fast as possible, only deploying the few ships you need to stop the Red Marauder speeding up. On hard mode, the ship speeds up if you haven't landed a hit against it for 16 seconds, so you need to balance building up your earning speed with occasionally getting a few hits in. Once you're earning around 30 gems a second, you can constantly deploy big ships.