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
(Optional) Please credit all assets you've used
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.
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