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Evodevo II: Enhanced Edition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #2 | 3.800 | 3.800 |
Overall | #4 | 3.743 | 3.743 |
Audio | #4 | 3.950 | 3.950 |
Fun | #7 | 3.700 | 3.700 |
Graphics | #9 | 4.050 | 4.050 |
Controls | #16 | 3.250 | 3.250 |
Theme | #20 | 4.050 | 4.050 |
Originality | #26 | 3.400 | 3.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot version
3.3.2
Wildcards used
None
Game description
Fly your ship in zero gravity, dock with parts floating in space, and complete a variety of objectives!
Source
Yes
Discord username
JohnGabrielUK
Participation level (GWJ only)
Too many to count!
Participation level across all jams
See above.
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Comments
Damn, absolutely amazing...i dont understand how you had the time to create such a fully-fledged game, but good job. Although i myself couldn't complete the full game.
Quality of this game is really high. Like in the end I liked basically everything about it.
I like how game teaches me everything step by step.
Lvl1. Thought me how to control the ship and that it's not easy so you need to get some skill
Lvl2. Thought me about docking and shooting
Lvl3. Thought me that I can use weapons to change direction and basics of combat before fight with real enemies.
Lvl4. Put to the test what you learned about controlling the ship
Lvl5. Test all your skill together. Awesome!
I really feel like no part of the game is random choice and everything is done with intention.
If you would like some feedback for final touches then:
- At first I was annoyed that there is no "Slow down" button, but it wasn't an issue when I got used to it. Maybe consider adding Assist mode with inertia dampeners to help those who had hard time controlling the ship.
- Death by colliding with wall is based on speed it seems. I would add an angle of impact to equation, because hitting a wall at 1 degree angle while flying fast will do almost no damage to the ship while flying ship slow and hitting it at 90 will do some serious damage.
- hmmm.... Add more missions! :D
Very nice job and great game! Your skills always amaze me. I'm sure you worked hard to get to this level!
This was such a nice experience, a very well crafted game (as usual).
I really appreciated the rebindable controls, as this wouldn’t have been playable for me otherwise.
Lovely graphics and sound!! The overall level of polish is very impressive considering the time constraints!! The controls felt a bit twitchy and frustrating at times, but that's part of the challenge (for the player) for this type of game I guess. I wish the weapons would latch on to the ship a bit more easily.
Beautiful game! The small details definitely enhance the game quite a lot, such as the simple details of the engine and jam logos before the title screen, and even the elevator music in the pause menu! That last one got me laughing when it happened! Amazing!
Some minor issues, and these may be down to my personal preferences, but…
Over all, like I said, most of my “issues” can be boiled down to my personal preference, but wanted to share them. Again, beautiful game!
Very impressive presentation. Especially the audio design is really athomspheric and intense. And the UI design is very slick. Really impressive for a game jam game. I also really liked the slow and methodological gameplay. I was on the edge all the time. But sometimes the collisions seemed a bit wonky and the bomb level was too difficult in my opinion (the only one that was really frustrating). Other than that, awesome job!
As always great game, though maybe a little too tough for me. I can definitely feel the polish that went into this from the GMTK, worthy of the enhanced name :D
Really enjoy the mood, the intro sets the tone imediately with that sombre tune, and graphically i particularilly liked the way you rendered space with the sorta misty look and the game overall feels really polished
That said while i liked the controls as well i feel that they have a small issue in that you can't slow down once launched unless you turn around and slow down with the main or side thrusters, and this feels a bit odd, i think this could be improved if you either added retro thrusters on the front bound to the up key, or have a sort of dedicated key to fire all thrusters to stabilize (i was thinking something a bit like in SPAZ in case i didn't explain it all that well ^^')
The docking mechanic isn't all that clear at first but once i got it figured out i had fun with the pod retrieval and weapons attachements :)
What a nice and polished game. Loved the fact you lose forward thrust when you connect your ship to the current objective. Controls are hard but fair and actually pretty tight. Congratulations.
I loved the ambiance and all your game intro/menu. Very well made. The controls were quite nice but I failed the first mission twice because I didn't bring the escape pod. I tried pushing out of the map before myself but no luck. Did I miss something?
You need to dock with the pod before you leave by connecting one of your three ports (the bright silver bits) with the one on the pod.
Ok , It got it now! It's quite fun! The bomb level is very hard compared to the previous ones
Nice game. The controls are a bit hard for me, and I didn't manage to fire with the spacebar. Nice presentation. Congrats!
I love everything about this game
Played this once again and it is indeed an enhanced edition. Still difficult though, though less punishing I think, given that we don't explode if we don't bump into the asteroids too hard.