I'm so sad that this game was laggy on my computer! I think the only piece of feedback I have that hasn't already been said is that I think it would be really cool and potentially more realistic if the clouds slowed you down, but didn't act as hard barriers. Overall, nice work! :)
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Field of Asteroids's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1545 | 3.632 | 3.632 |
Enjoyment | #2372 | 3.053 | 3.053 |
Overall | #3195 | 2.974 | 2.974 |
Creativity | #5734 | 2.237 | 2.237 |
Ranked from 38 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 scale your ship when picking up alien artifacts. This changes the movement through the map
Development Time
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see description for full credits
Comments
Solid foundation and great art, but the gameplay leaves a lot to be desired. Because you can't really shoot and move at the same time and the enemies get incredibly overwhelming, the game incentivizes simply not interacting with the enemies whatsoever - I got to 5525 by just not shooting anything I didn't absolutely have to and only going for the pickups, which made the game a lot less fun (and also turned the game into a powerpoint - something to address the performance would be great). I think more diversity in enemy types and addressing the movement would do wonders. More enemy types could encourage different playstyles as the game goes on, and force you to change your tactics as you get bigger and bigger. As for movement, you could go for the Geometry Wars twin-stick approach, or you could try to elaborate on the current movement and combat to make it less punishing to play the game as was presumably intended. I think also providing some incentive to scale up in general would be great - all it really seems to achieve is additional health and the camera zooming out.
Great work overall, though! :)
Thanks a lot for the in depth feedback! Agree with a lot of your points. It was not really intended to be punishing to play, it just kind of ended up that way as I had little time for balancing. This was also the first time doing enemies and pathfinding in Godot, so the performance is definitely a bigg problem.
I did purposely make the player faster than the enemies as otherwise it would be extremely hard and interestingly enough, not many people seemed to go for a cheese strat although that is super easy. I think some slower objectives would help with the cheesing (for example having to secure an objective while being in a zone for a certain amount of time) and having some despawn mechanics for the enemies or at least a cap to reduce lag.
The shooting and moving came out of ease really, instead of design (move player toward mouse, shooting is shooting straight ahead), but it does have a giant impact on gameplay. I also thought of dropping some bombs behind your or some one way shields to lean into this mechanic etc. All in all it's how I feel about the game as well, very proud of the foundation and juice in the time it took me, but it lacks a little bit of "game".
Solid game. Wish there was a win screen though once u finish the final stage.
Nice game! Enjoyed the sound effects and visuals. Was a little difficult to navigate since the mouse points both movement direction and aiming projectiles. But great work!
Nice game! Enjoyed the sound effects and visuals. Was a little difficult to navigate since the mouse points both movement direction and aiming projectiles. But great work!
Great game ! However i think there should've been damage when u collide with an ennemy, as we can just go through them for now. Otherwise, that's a fun game, keep up the good work :)
I wish to have sound when firing and that bullet would spread cause it makes hard to shoot once you are level 3 Otherwise neat game, nicely polished, I enjoyed it!
Cool art style! The controls are a bit inconvenient, I think WSAD to move and mouse to aim and shoot would feel easier to control. It would be cool if the weapons changed when your ship scaled, maybe they fire more bullets/ larger bullet.
I love the art and the sound when the enemies die! Also the controls feel snappy. I do have some suggestions though:
I imagine you thought spamming was going to be bad, but I think if you made the weapons automatic it would be so much easier on the fingers. You can always balance spammy shooters with recharging ammo or something.
Also, maybe at least one more type of enemy that challenges you when you're bigger could be interesting.
Good foundation though!
Like the art!
I think it would have been more fun is your ship would have accumulated a direction vector, and you would have the ability to turn and shoot while keeping the momentum. Some music in the background would have been nice.
Yeah music wouldve definitely been nice, but I couldn't afford to spend too much time to find something nice and copyright free that also isnt repetitive, but next time! The movement is defenitely quite barebones and if I'll ever come back to a space shooter I will definitely prototype a bit more with ways of moving :)
nice game! the art is really cool, and the movement is pretty good as well. makign the upgrades happen maybe every time you collect a shard or something (regular shards give small upgrades, but big ones that are harder to find give you big upgrades) would be even better :) cool tho :D
The movement feels great (and makes it not so trivial to both move and shoot, which is good). If I were to change something it would probably be the amount of fragments needed to upgrade (10 three times seems like a bit too much, the upgrades are really cool, but it takes ages to get to that cool part). I would also make it so that player bullets are of a different color, but that's nitpicking. Overall - nice game.
Cool game. Great art. Juicy gameplay. Game is SO satysfying and well balanced. Congrats
Very satisfying! A pretty good amount of difficulty too, having the weapon tied to the ship’s direction was hard to manage at first but eventually it gave it a unique type of challenge. Could have been nice to see the ship upgrades be more significant, but otherwise no complaints other than what was limited by time constraints!
Really interesting mechanics with the shooting and movement tied to the same input. Great job!
I really like the art style, it is simple and on point with a minimal palette of colours, from a gameplay perspective I like the idea, but I felt it was a bit too easy to hunt them down by simply kiting, maybe a way to prevent that would have the game more interesting.
Overall a lovely game well done! :)
Very solid simple game. Having movement and shooting based on mouse position made it so all the enemies gathered behind me, and I couldn't do anything. However I loved the art style and sfx, levelling up felt great. Well Done!
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