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G0L14TH's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1338 | 3.714 | 3.714 |
Overall | #2292 | 3.229 | 3.229 |
Creativity | #2789 | 3.200 | 3.200 |
Enjoyment | #3323 | 2.771 | 2.771 |
Ranked from 35 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?
Each spaceship you hack is exponentially larger
Development Time
96 hours
(Optional) Please credit all assets you've used
All credits on my project page
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Comments
The difficulty is quite high, especially for the first level. The concept, however, is really cool and the graphics sell the effect quite well.
Yeah, difficulty was the hardest part of this game to get right. I dedicated pretty much the entire last day to playtesting and tweaking the difficulty and I'm still not sure if I got it right
I really like the game idea! Definitely a unique take on the theme.
Thank you!
I like the concept and I think it has a strong foundation! You mentioned you're working on tuning the difficulty already, hope you keep at it -- would be fun to play again in the future
I don't think I'll continue working on this game after the jam. I'd like to make a different better game with a similar premise (spaceship combat at an exponential variety of scales), and I'll probably use some of the lessons I learned with this one, but it would be the start of it's own project rather than continuing this one.
I'm gonna call it cope and say I'm too tired from the gamejam to play well, but man I can't get hack the first ship lol. I'll come back to try again, but the game looks super pretty and feels polished. The controls are definitely hard to get a hang of, but I don't know if that's a point of critique or just a skill issue.
Difficulty was one of the hardest things for me to get right while playtesting. pretty much the entirety of day 4 was spent trying to balance the difficulty, and I don't think I ever quite got it right. The game was too hard for most of the people I playtested on, so I made it easier in various ways, like making enemy bullets move slower, increasing player health, and things like that. Eventually one of the changes that I made was to make the player's rotation more snappy and less inertial, but after that the next (and final) person I playtested on won on their first try. So after that playtest I nerfed the player's health again to try to compensate for the easier controls, but I may have overdone it.
Art is well-designed
Thank you! it's all from free assets I downloaded, but I did put the starting and final ship ships together using pieces from an asset pack.
Awesome entry, really cool idea. The sound effects and the music fit the game very well. Keep up the good work!
Thank you! when I was browsing for music to use, I found these songs and just knew that they were the right ones. Matthew Pablo makes some good stuff, and a decent chunk of it is available for free https://opengameart.org/users/matthewpablo
Loved the idea. I didn't understand the mechanics at first, but when you take over the first ship it fell into place and felt very cool. I think the game could've used a drifting mechanic. Also, it ended for me after the third ship - it seemed like a bug, but maybe the game is just short? I would've liked a little more.
Yeah, the game is kind of short. If I had time to design both art and mechanics for a 3rd fight that was somehow both bigger than the last two and completely unique from them, then I would've done so, but there was no way I was going to be able to do that as a solo developer under a time limit.
Originally the controls were more drifty, but in playtests too many people found that prohibitively hard to control and took a very long time getting past the first enemy, so I had to dial it back. If I had more time to playtest I would've liked to find a better balance of driftiness, but alas, time ran out.