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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
96 hours
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Very neat art style. I'm super into the minimal color pallet.
General Feedback: Visual style is awesome, and the sound effects complement it quite well too.
Game play experience: It is rather simple IMO, but I still had fun. I feel like I found a strategy to largely cheese the progression though; all I had to do was to keep kiting the enemies and hunt down the pieces without bothering to shoot them at all, and it worked just fine because the bullets move too slowly to be much of a danger. I was able to easily get through all the upgrades in that way, however, the strategy failed when too many enemies spawned with their bullets and whatnot and the game started to lag, which forced me to start fighting back, and eventually lose at around 6700 points. While it was definitely necessary to have some mechanic to prevent kiting, I’m sure you’d agree that performance issues is not the most elegant option :,) maybe object pooling would be a good start.
Things I think could make it feel better and/or give it more depth:
Adjustment of the bullet speeds, enemy spawn rates and movement speeds. (but honestly, these are hard to balance within a jam duration, so I can’t blame you there.)
Either try to improve performance, or limit the number of enemy spawns, or provide an AOE special attack to obliterate huge hordes of enemies occasionally.
The map limits were visible. I think there should be an easy way to keep bounds while also faking an infinite background. Maybe simply drawing a slightly larger texture for it would suffice.
There should be a UI element to show how many upgrade fragments you have collected so far.
Overall: I think visually its neat and it feels nice to play, but it definitely needs more depth. I’m sure you can expand upon the concept, given more time. I also felt that it wasn’t particularly inspired by the theme (perhaps the bigger ships could’ve had some other unique perks than just larger health and more bullets), but I don’t think that’s much of a problem since the theme is largely meant to inspire, not necessarily to strictly adhere.
I really love how detailed your thoughts are. It's not my game, but man, I really appreciate the effort you put into thinking about peoples games. Thanks for your contributions!
Simple concept, art is awesome, enemy hit boxes side in favor of the player which is nice. I died a lot because I kept trying to reverse. I liked the aiming and movement but reverse thrusters were missed.
Super nice color palette and really nice sfx. Would have loved to have some music, but the polish in other areas made up for it.
Art style is super cool. Movement is a little clunky, mostly because to shoot the enemy, you have to move in the direction of the enemy, which is also moving towards you. Which is part of the difficulty, to be fair, but more varied enemy movement would make this limitation more interesting.
I really enjoied this! It was very difficult at first, but after i learnt how to move the ship more efficently by alternating shooting and going forward i reached the last ship, getting a score of 6400 or something like that. Nice graphics and palette! :D (idk why i accidentally posted the comment 3 times lol sorry, fixed it)
Asteroid games unite! Had a lot of fun playing this one. I kept wanting the laser to shoot faster haha! If I had one piece of feedback, the foreground and background have similar saturation so they got a bit muddied at times.
This game's colour palette is beautiful, and the entire game is very clean and nice to look at, aesthetically speaking. I think the movement works really well -- the ship glides around in this very satisfying way that makes it extra nice to dodge a swarm of enemies -- and the game just generally has a really good feel to it. The furthest I got was barely making it to the third ship before dying, but I found the game really difficult, so I'm proud of that accomplishment!
Thanks :) Yeah the difficulty was quite hard to balance, did a few small playtests with my housemate and tweaked some numbers (speed etc) like 15 minutes before the deadline, but I think it worked out quite well.
nice looking top down shoter, i liked the movement mechanic, having to sometimes stop your ship to turn around and shot enemies following you. i was pleased to see that upgrading your ship gave you some life but i'm still not able to go beyond the 2nd ship so i don't even know if there is more haha
Yeah it was bit accidental with the turning around, but in the end I like the balancing between moving and shooting, keeps you on your toes. There is more ;) But if you've seen the first two ships, you've experienced most of what the game has to offer, the rest is mostly for the points