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TowerTakedown's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #76 | 2.765 | 2.900 |
Graphics | #85 | 2.860 | 3.000 |
Audio | #91 | 2.574 | 2.700 |
Originality | #93 | 2.860 | 3.000 |
Controls | #99 | 2.479 | 2.600 |
Accessibility | #99 | 2.288 | 2.400 |
Overall | #103 | 2.588 | 2.714 |
Theme | #132 | 2.288 | 2.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
NA
Game Description
Save the day in this 3d space shooter
How does your game tie into the theme?
There are energy towers that must be destroyed before progressing.
Source(s)
N/A
Discord Username(s)
pacorp
Participation Level (GWJ Only)
3
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Comments
This was pretty fun! I do have some suggestions though. I was kind of confused on the destroying of the towers. I didn't expect for there to be several satellite disks that you have to destroy. Maybe make like a counter for them to see how many you have left to go? And I know you sort of mentioned this, but the keyboard controls felt a little weird to play with. Like I said, I know you mentioned that gamepad was the best method of input for this experience, but maybe do some optimization of keyboard controls? Overall, very fun game! Seems like it would be great as a longer game!
Thanks for playing! Totally agree on the towers. Right after the deadline I realized I hadn't put any fx/indicators on the destroyed dishes. Totally agree on the keyboard controls being sub optimal too. I was hoping reconfigurable controls would make that a little better but I think it really needs to support a mouse, though if you had any specific thoughts on better keyboard controls, I'm all ears. Thanks again for giving it a try and your feedback!
For the controls, I think that the mouse should control the turning and the shooting. A slight issue I was having was how wide the turns would be. I did end up discovering the sharp turns and the flip turns, but they were all the way across the keyboard from the normal movement controls. My suggestion is, like I said, maybe have the mouse control the shooting and the normal turning, and to maybe have the WASD keys control the different types of turns? I think the boost button is fine where it is, I didn't have much issue with that. That's about all I can think of.
fun game! it took me a little bit to get used to the navigation and controls but once i did i had a lot of fun with it, art was great and the sfx were nice to have as well. the environment really brought the whole experience together to make it one cohesive project. i did encounter some minor bugs like the enemies getting stuck in the radar towers, but that was easy enough to deal with. great work!
Thanks for playing! I'm assuming you played on keyboard? I intended to get mouse controls as an option too (along with semi-intelligent enemies) but time was not on my side.
yeah i played on mouse and keyboard, i had to rebind some abilities and i was a little disappointed i couldn't bind things to my mouse buttons but i still had a lot of fun regardless! not a major issue by any means
Bind to mouse, legit! I hadn't even thought of that. I'm trying to make an all-purpose rebind system (leveraging Nathan Hoad's Input Helper) and I hadn't even thought about rebinding mouse input so I'll have to add that for next time. Thanks again for the feedback!
This is awesome! Did you make all the 3D models? I tried using 3D on my entry but gave up, so I appreciate the effort.
One thing I would suggest: the spacecraft controls really well, but I think it is missing a way to make hard turns or tight maneuvers to make positioning easier. Most times I needed to make a turn to attack a tower, it would take too long and the targets would be facing the other way, which meant I had to turn again, and the same thing kept happening over and over.
Great entry, congrats :)
Thanks for the kind words! I did the factory and enemy in blender but the the main ship and towers are all godot mesh shapes cobbled together.
I did a bad job presenting the controls to the player but the "How to Play" has L/R shoulders || U/O on keyboard are hard turn, and top face button || L does a flip u-turn. Or did you already find that and the flip turn and hard turn wasn't tight enough? Also gamepad face right || Shift is for a boost to help get extra distance. Thanks again for playing and feedback!
Oh, I completely missed all of that, I'll play again and update my rating!
Nicely polished and a great looking game. I liked the targeting system; it helped keep the focus on navigating and dodging enemies.
I was a little confused how to destroy the towers at first. I finally realized that slices of the shield will depict how many hits it's taken, but after doing so, the tower will recharge shortly after.
Thanks for playing! I'm glad the targeting system did it's job, I had a lot of improvements (like also having a minimap) that I didn't get too. Indeed, I think the tower feedback is at the top of the list of things I didn't do well; I should have put some indicator at the end for which points where destroyed. There is a also bug where missiles that don't do damage do a smoke puff but if they do damage are supposed to play spark fx but they only do the puff. Classic jam time problems and big ideas. Regardless of my excuses, thanks for playing and the feedback!