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A jam submission

BlasteroidsView game page

Shoot all the things in this classic arcade game homage
Submitted by hatmix, Muskets, fradono — 43 minutes, 15 seconds before the deadline
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Blasteroids's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#14.4364.436
Overall#53.9343.934
Audio#93.9493.949
Accessibilty#143.5133.513
Graphics#154.1284.128
Originality#164.1284.128
Fun#223.7183.718
Controls#243.6673.667

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
N/A

Game Description
A classic game of Asteroids with the ability to blow up the UI!

How does your game tie into the theme?
The game allows players to shoot any UI element, which can carry unintended consequences with it.

Source(s)
N/A

Discord Username(s)
hatmix, Musket, fradono

Participation Level (GWJ Only)
3

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Comments

Viewing comments 24 to 5 of 24 · Next page · Last page
Submitted(+1)

This is probably the most original and on-the-money take on the theme I've seen so far, and you deliver it so well -- great job!

Submitted(+2)

Fits nicely into the theme! I really enjoyed the gameplay.

Submitted(+2)

I enjoyed this, the UI concept is super creative.

Great job!

Submitted(+2)

Nice game! l loved the style and gameplay is so funny, I liked how we start the game destroying the UI hehe.

Submitted(+2)

I somehow had more fun destroying the UI than the actual asteroids. I love how it actually changes the gameplay. 

Probably the most creative game I've seen in the jam so far. Congrats!

Submitted(+2)

Super neat idea, I had a lot of fun!

Submitted(+2)

Very original and well-executed. Also fits the theme very well!

Submitted(+2)

Great game, u got a classic concept and made it better, it was really fun playing!

Submitted(+2)

I had a blast destroying the UI.

An excellent rereading of a good old classic!

Very inventive!

Submitted(+2)

Did not read the description before playing, the unintended consequences completely blindsided me. Absolutely hysterical. Take my points, take them all, what a great interpretation of the theme

Submitted(+3)

Very clever implementation of the theme! You nailed the retro aesthetic and it felt very polished overall. Its interesting you can soft lock yourself, and it makes sense with the concept of the game, but maybe it would be a good idea to have the UI slowly come back so you can regain functionality over time? Good stuff!

Submitted(+2)

Short and sweet, I think this game strikes a great chord when it comes to this theme! I completely relate to your story of having to scrap something and moving onto a different project, as I wasted a solid 3 days on my initial idea.

If I had any feedback for the game, (and I'm really stretching here lol), the spaceship movement is a bit hard to get used to, maybe some slightly tweaked controls would make it feel a bit better.

Still, coming up with such a cool concept in 2 days with clean graphics, sounds, and music is just incredible. Take my vote for winning this jam!

Developer(+1)

Thank you for the nice comment!

Yeah it is very hard to get rid of a game idea, or even considering doing it if you know you don't have as many days left. I am planning on making a devlog about our experiences, because we learnt a lot from this jam!

Submitted(+2)

So simple, so short, yet so very effective! This game really fits the jam theme really well, I feel like it would have been nice to do more after being able to destroy all the UI, but it was a really nice surprise nonetheless! Good job to the team!

Submitted(+2)

Very clean and well scoped! I love the concept. Graphics are very clean, sound is great, music is great.

When coming up with it, did you have the idea for destructible UI first, and then added a game, or the other way around?

Feedback: From a pure playability standpoint, it would be great if there was a  pause menu and restart button/option. In playing around, shooting all of the controls left me floating and waiting for very slow asteroids to hit me, at which point I had to reset the game.  😂

Would have been great to have had more variety in new waves to move it from concept -> more of a game. I imagine exploring some ideas like defending your movement keys would have been really fun, but I imagine that's likely out of scope.

Overall, really great job! 

Developer(+1)

Thanks for playing and for your thoughtful feedback!

We worked on a different idea for most of the jam, then discarded it for not being fun. So, with about 2 days left we turned to this idea and just did as much as we could without crunching. Certainly, there was a lot more we wish we could have done and regret that we didn’t spend the whole time on this idea.

I think both the game and destructible UI ideas were simultaneous. The question was “What can we make in 2 days and how can we connect it to the theme?” An arcade game where you shoot everything including the UI was the answer.

Submitted(+1)

That's incredible that you got something that tight feeling done in 2 days WITHOUT crunching! How many hours total did you spend on it? Had you all worked on gamejams before?

Great Job!

Developer (1 edit)

This was the third Godot Wild Jam in a row that Musket and I worked on together. I think we were able to divide up development work quite easily. I spent around 9-10 hours each day, so maybe that qualifies as crunching? I didn’t feel pressured–certainly I’ve felt more pressure in past jams, at least. You can read about the dev process we use if you want.

Of course, it depends on experience level, but for me the only 2 challenging bits of coding were how to align collision shapes with the various control nodes at runtime, and how to use an object pool for visual effects. Without vfx object pooling, I saw a lot of the fun explosions being missed and that was just unacceptable. I may have missed some other obvious fix, but that’s the nice thing about tight deadlines–you use the first thing you find that works and don’t worry about it too much. :D

UPDATE: thinking about it, 3 days is a better description–Friday afternoon/evening, Saturday, Sunday until the deadline.

Submitted

Looking forward to reading more about your team's dev process and checking out Hamsterwell! :)

Game dev is a new hobby, for me, although I've been adjacent to it for some time. For aligning the collisions, are they instantiated dynamically and you're doing a calculation on the viewport size, or are they hard coded?

Developer (1 edit) (+1)

I’ll write up the whole destructible UI approach in a day or two as a dev log.

UPDATE: Here’s a dev log with more detail – https://hatmix.itch.io/blasteroids/devlog/770116/how-i-made-destructible-ui-for-blasteroids

Submitted(+2)

It was very fun, but I'm not sure how I feel about shooting the UI. On one hand, it is very creative, and make the game very strategic which is a clever twist, but on the other hand when I started I shoot the shoot button and thought the game is broken. I would find a way to introduce the concept so that new players will know what's going on. Also I kept shooting the music :(

Submitted(+2)

The concept is creative, but if you destroy your own input options, the game is no longer fun, even though you're not game over yet. It's a good joke, but I also get bored quickly.

Submitted(+2)

Very well made and entertaining. I love the concept and am impressed by the execution - I have no idea how I would approach programming something like this, especially in so little time

Submitted(+2)

It's a very creative and well executed concept. The style is also very charming. Well done!

Submitted(+2)

Cool! I love it!

Submitted(+2)

I had a blast experimenting with the concept, well done!

Viewing comments 24 to 5 of 24 · Next page · Last page