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Lasers Beget Lasers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5298 | 2.400 | 3.667 |
Enjoyment | #6064 | 1.855 | 2.833 |
Overall | #6348 | 1.891 | 2.889 |
Style | #7050 | 1.418 | 2.167 |
Ranked from 6 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 control a ship fighting large scale fights on the outside, while you battle small scale enemies for control on this inside.
Development Time
96 hours
(Optional) Please credit all assets you've used
see description
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Comments
I couldn't quite get the controls to work for me. It felt clunky and unintuitive, leaving me frustrated.
Loved this! Could use some polish aesthetically, but it's a really strong concept. Darting around the ship as I try to both outmaneuver and shoot down enemies was frantic (in a good way). Having the entire ship rotate around the player as you steer was pretty funny
I often got the ship stuck on walls, making it hard to steer. Maybe being able to thrust backwards or sideways would help.
I think this would make for a great multiplayer game if you had a larger ship, more controls, or things to manage inside.
I am incredibly happy I pulled off that (in a good way) that I set out for.
I did fantasize about being to add different ship parts or what not during brainstorming before I set a more realistic list of features. So, who knows! Maybe one day.
Awesome concept that, given the time constraints of this jam, was put together pretty well! Definitely could use a bit of polish, and some nice music and/or sfx would probably have brought the whole thing together, but as it is it was still pretty fun to play through!
The control scheme combined with how the physics interacted with your character definitely is something I would have done differently, though. If you work on it further after the jam, maybe check those collision masks so the lasers aren't pushing you back. I would also have probably made the player node a child of the ship so they're not colliding with each other in ways that inhibit movement on both sides.
All in all awesome work though, especially for a solo dev if I understand that right from your game's page!
Collision masks is a good guess, but its actually me hard coding that recoil... oops! Physics was indeed something I had to wrangle with throughout this jam.
And yeah, I am a solo dev! So, polishing these is definitely something I will be practicing.
Thanks for playing!
Very unique game, definitely had to make me think! I think one thing I found kinda confusing that I couldn't tell which side of the ship was forwards and which side was backwards so I ended up going the wrong way when shooting the forward button.
Thanks a lot! Definitely something that I'll keep in mind when learning to make art.
Although I've seen people crack many jokes about "Shoot to Move", I still found this implementation quite creative! The controls were tricky, but in a good, challenging way, not in a overly janky way in my opinion
Yeah, turns out its really easy to fall into "Shoot to Move". You have mechanics about attacking, and mechanics about moving, suddenly time is ticking and you don't want to add new code and... oh!
Glad you enjoyed!