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A jam submission

AeroSpace DefendersView game page

Standoff against a constant spacial assault
Submitted by J4m331 (@J4m331) — 1 hour, 23 minutes before the deadline
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AeroSpace Defenders's itch.io page

Results

CriteriaRankScore*Raw Score
Fun Factor#32.7142.714
Creativity - Use of Theme and Originality#33.0003.000
Overall#42.7142.714
Presentation - Graphics and Sound#52.4292.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What country do you currently reside in?
Trinidad and Tobago

Are you a part of the Caribbean diaspora?

Yes

You were born in the Caribbean or your parents were born there

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Comments

Host

At first I was like, when am I getting my new parts? Lol. I don’t have a mouse, so playing on the trackpad was less fun than I think imagined. Also, no middle button for me :-(. It’s a simple game loop that most people can jump in and have fun, the arcade vibe.

I had a few issues with it. The sfx is pretty repetitive, did you vary the pitch? I think that’ll help me feel like I’m not hearing the same thing over and over again. The game could use some transitions between waves. As soon as you start a wave there’s an onslaught of bullets raining down on you. I was like “what the hell?” the first time I tried it lol. After I finish a wave, maybe small screen transition and a countdown would help. It’s way too immediate for a new wave.

But I like the simple fun, and use of the theme! Keep it up!

Developer

Thanks for the feedback

I spent the least amount of time on SFX so there wasnt much variety, Ill be honest I never antcipated anybody to use a laptop so you missed out on alot of exra firepower and aiming, I wanted to implement a cooldown between waves but I never got the time to do so along with alot of other features, if I had only gotten that one extra day I could have made a more polished game.

Submitted (1 edit)

nice game sound was loud, being over powered and clearing the screen satisfying !!! what happens after level 20  I kept  getting destroyed there

ok is there more carnage 


Submitted

Really fun, catchy game! I found there was a bit of sound effect fatigue with the shooting sounds, and maybe some variation would have helped - I have to take off my headphones because the sounds were getting annoying. Also, a few times the enemy bullets wouldn't move offscreen of get destroyed, causing be to fly into them two or three rounds after the enemy was actually defeated. The art was great though, and I feel like I could keep playing for a while. Great job!

Developer

Thansk for the feedback

Audio in general is my weakest point, hence I never spent that much time in audio especially because it was something I left for the last day, and I realised quickly that it can get annoying fast if you focus on just the audio, I submitted with the thought "if people play the game, they may not pay too much attention to the audio"..... That never went well

As mentioned in another reply, Enemy ammo not despawning/self destructing was an issue that I never actually fixed it within the time.

Submitted (1 edit)

So, starting off on a strong point: game has no bugs, and is playable which is a good standard for jams. I could lose but I don't...think I can win? But that seems to be by design like old arcade style shmups (R-Type, Galaga, Ikaruga, etc.), so game accomplished!

  1. I found the movement...a little unenjoyable. The ship felt ungainly, which I think is because the speed was lerping instead of being immediately responsive. It made it feel like a big, heavy ship instead of the small fighter-craft it seemed like I was supposed to be. Coupled with the momentum being imparted from missile collisions, it made moving around feel not entirely like it was in control.
  2. I sort of reflexively avoided the first power-up for a couple waves, because I just assumed it was a weird enemy in the middle of the screen to spice things up. A minor effect to show it's beneficial, or some other solution, would probably go a decent way.
  3. Enemy variety was a little lacking. By about the third wave, it felt like I'd already gotten enough of a grasp of the game to not be at risk of dying, or really needing to think much. (Sidenote: eventually, I realized you can just cheese the game by sitting in a corner and shooting diagonally across the spawn line.)
  4. There's a bit of a weird bug where sometimes missiles would just get stuck at the bottom of the screen, and idle there forever, unless something rammed into them.
  5. I'm not sure if this was a bug or I don't understand how the gun was supposed to work but neither clicking nor scrolling the middle mouse seemed to do anything. It wasn't a detriment to gameplay, but worth mentioning if you plan to continue working on this.

Now, the good stuff!

  1. I think the concept of 'assembling' the ship is pretty great! Shmups are kind of a dead artform in general and most modern interpretations don't let you literally put together a larger ship like this.
  2. The firing arcs were very well-done. It being done on the player and enemies is really nice, and helped add some interest to movement.
  3. The feeling of progression was nicely done. Playing to mow-down waves and get the next shiny ship part was pretty fun.

EDIT: I actually forgot, but the SFX were really loud on my machine at first. I ended up cutting the volume to 10%.

Developer

Thanks for the feedback

Theres alot of things I can talk about, I will include the full story in the post mortem that will be written sometime soon but will summarise everything I need to clarify here:

>I wanted to make movement just like it would be in space, realistically its not going to be like moving on earth, every force applied will make the ship gradually drift in a specific direction

>I never actually thought of it, then again I dont really have anybody that would playtest my game at the time, I kinda assumed that everyone will think "White coloured object = Spaceship part"


>I wanted more enemy variety but never got the time to implement

>It was a problem during testing but I never really made any fix for it at the time

>It depends, I wanted separate weapons to have separate controls because I wanted to add a "weapon heat system", basically weapon get hot means cool down before being able to use again.

-Machine Guns - Right click

-Small and Medium Battery- Left click

-Large Battery - Middle Mouse click

>Its kinda my fault, the majority of the time my system volume is 10% simply because I dont want to blow my eardrums up.

Game has some good ideas but I think it needed more time to be really realized. 

You can lose, I don't know if you can win. Doesn't seem to have a score system or anything to really push you to continue playing once you have all the parts. Wave counter serves in this role but not really. 


Ship Assembly! Cool idea, needed something to really make it shine like the ability to choose which parts you get or maybe lose parts when you take enough damage or something in that line. The ship becomes a bigger target but you don't really get much for it other than more damage, and everything dies quickly regardless.


Guns had firing arcs so thats cool, but there was little reason to really favor one side or another even with the theoretically increased firepower when you got a new part.

Developer(+1)

Thanks for the feedback, most of the things you mentioned were actually supposed to be features but I didnt get time to implement them.

I will put the rest of the details in the post mortem I will be making but basically.

>The ship is modular but being able to pick parts would have people make the most unappealing and "unbalanced" vessel.

>I wanted to make it so that as parts are picked up, the stage gradually gets bigger/more enemies/larger hitbox

>A mechanic I wanted to implement was the ability to repair the ship, increasing health in exchange for a resource (was initially "scrap metal" but I switched to temporarily disabling the ability to fight back/ the ability to move)