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A jam submission

Light EvadeView game page

A short retro shmup inspired game made for GMTK Game Jam 2024
Submitted by Miphios — 1 hour, 4 minutes before the deadline
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Light Evade's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#4553.8103.810
Style#5064.1554.155
Overall#11113.6263.626
Creativity#37402.9142.914

Ranked from 58 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?
The enemies continuously scale in size and mass and damaging reduces their mass.

Development Time

96 hours

(Optional) Please credit all assets you've used
Orbital Colossus - Matthew Pablo (opengameart.org)

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Comments

Viewing comments 23 to 4 of 43 · Next page · Previous page · First page · Last page
Submitted (1 edit)

I really enjoyed this game! I managed to survive 5:15 hahaha. The character controls feel great. Well done!

Developer

thank you :))

Submitted

Love the style. The controls felt good. I just kept clicking the upgrade options by accident while firing at the enemies... :-)

Developer

Yeah i mistakenly didn't consider tap firing as an option, i just held down the shoot button in my play-testing and accidental upgrades never occurred, sorry for that. Thanks for playing though :)

Submitted

I like how much you get from the visuals despite not a lot of high res sprites. I agree with other commentors though, by 3:30 the screen was full of enemies and I had no real chance to recover. I like how snappy the upgrade screen was.

Submitted

This game is really fun! I loved the AR TV look to it and it was always thrilling when when you were backed to a corner, and my only issue is that you couldn't ever get passed 3:30, with your damage output and the enemy healths.

Submitted

Pretty cool game—really fast-paced! Awesome sound effects, and that filter was a really nice touch. Great job!

Submitted

Pretty cool game! Kept me hooked but sadly it got pretty unfair at around 4 minutes. Something like an explosive could be good so as to have a good countermeasure against clusters of enemies.
Great job!

Submitted

Super impressive visuals!! When you build up a good fire rate it's quite fun! I loved the chaotic nature of how quickly the upgrade popup appeared, I just wish the upgrades were more varied to keep it interesting. But nice work overall! 

Submitted

Pretty solid game with great music. Difficulty ranging from easy, to challenging to easy again. After ~5min it felt like no change was happening any longer. Feels really good to play though, especially controlling the ship and shooting with high fire rate.

Submitted

very fun to play and control, and the difficulty curve is pretty good, there was a moment like 4 minutes in where i was just below the curve and the screen was covered in enemies

eventually i did manage to get to a point where i could stay in the middle and shoot in circles, but even that is pretty satisfying as fire rate just gets more and more ridiculous

Submitted

Music was really really good, liked the visuals also.

Circle strafing being such a powerful strategy led to fairly boring gameplay, and the upgrade popup was very annoying. It also made it so that clicking to shoot would keep accidentally selecting the wrong powerups so eventually my damage scaling couldn't keep up, haha

Developer

Ahh it seems I completely missed that problem since I only ever hold the shoot and that doesn't auto select an upgrade, but I do agree that the popup is too disruptive and perhaps should've toned down the frequency and but made them more impactful to balance it out, thank you for the feedback! :))

Submitted

I actually did not realize that holding to shoot was a valid option, it would have made selecting the wrong powerup not be a problem at all!

Submitted

I played it again with that knowledge and TBH the game got a lot more fun

Developer

Well im glad you enjoyed it, thank you for giving it another try. I will have to better design all of my popup menus in future so this doesn't happened again, perhaps a short animation prompting the menu would've been a great and necessary addition ^-^

Submitted

The visual style was awesome! One thing is I thought the beginning kept pausing me in the middle of the action to give me an upgrade a bit too frequently, and then when i would pick one i wouldnt really feel the effect of that upgrade. But it was fun, visually appealing, and a classic shooting style arcade game, good job!

Developer(+1)

Hmmm interesting, perhaps I should've stuck with the idea where only the yellow enemies prompt an upgrade and should have made each one more impactful considering they spawn less. Thank you for the feedback!

Submitted

Awesome style, love the retro asteroids vibe. Pretty fast got full screen of unkillable guys, but then I'm pretty bad at shmups :)

Submitted

Playing this game was awesome - it was really fun!

The difficulty really does ramp up fast once you get past the 2 minute mark!

Submitted (1 edit)

Really fun game, managed to survive for over 4 mins but then the screen gets full from enemies, impossible to survive anymore hahaha, great game !


simple game done well, great aesthetic and nice sound design unless you have max fire rate

Really fun game!

The movement and "feel" of the player is exceptional.

The art style was also good and matched with the whole concept.

I liked the action overall, but I am skeptical about the scaling and what it means to the game.

I survived 10~11 minutes when I found out that there wasn't anything else and I just quit.

The game felt great at about 3 to 4 minutes in, where there was balance between the player power and the enemies. That was the time when the game was most challenging and most fun. After the 5 minute mark the player becomes overpowered and I just stood at the center of the screen spraying bullets left and right destroying any enemy on sight.

A few things that come to mind that would make the game more challenging are a type of enemy that shoots bullets, enemies health also scale the more time you play, the gameplay area also scales so that more enemies are threatening the player, with each level the player grows in size (so that it's more difficult to evade enemies).

To conclude with, I really enjoyed the game and believe that it is a great concept that can grow into something more!

Developer(+1)

I love the idea of the area scaling in size, if i ever continue work on this game, i will most definitely implement that. But yeah i was having trouble balancing the game less than an hour before the original deadline and went with the first thing that didnt feel too easy or hard within the first 5 minutes of gameplay. I took a random guess and put a cap on the enemies so they would break the game too early but it came at the cost of my implementation of the theme, thanks for playing ^-^

Thanks for considering my suggestion! The level of detail and the quality of the game for the time given is insane! Keep up the good work!!!👍

Submitted

Loved the visuals of the game, I feel like you could have probably zoomed in towards the player a bit more to make it a bit more visible. 

Submitted(+1)

Great visuals and music! I enjoyed the game the most at the 2-3 minute mark when I had to train the enemies. But after 4 minutes, the enemy scaling seemed to stop, so I became overpowered thereon. I don’t have an issue with it, but an exponential curve of difficulty could be extra interesting. Overall quite fun! I went to 11 minutes

Submitted (1 edit) (+1)

Wow, I love literally everything about this game so much.  Extremely strong balancing, movement control, visual style, sound effects, music, and more.  I survived 4 minutes and had so much glee when my screen was covered in enemies - yet I still had so much control thanks to a really strong movement system where I could gracefully glide around.  I love how it became a challenge to reach the necessary upgrade-kill vehicles by the end because my screen was covered in white vehicles - really evolves the approach to the gameplay over time.  I could definitely play that for hours.  If I could make one change, it would be wondering if there's more opportunity for temporary power ups or permanent upgrades to bullet spread (and/or bomb screen-clears) when hitting an upgrade phase--at some point, it feels like I'm fighting a losing battle, and it'd be nice to have a tool in my toolbelt to keep my time going in a risk/reward kind of way.  Just so incredible, so fun, easily my favorite game of the jam so far.  Nicely done!

Submitted

These controls are incredible. Movement feels awesome, and the QoL of having the option to hold down space instead of the mouse to shoot is fantastic. I could feel the intensity ramping up as the enemies got bigger and bigger and my ability to cut them down to size was getting outscaled. Very fun game!

Viewing comments 23 to 4 of 43 · Next page · Previous page · First page · Last page