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A jam submission

PewPew & PepperView game page

Pepper encounter Ugly and Mean Monsters durring her broom ride.
Submitted by Uso — 1 day, 10 hours before the deadline
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PewPew & Pepper's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#162.4692.667
Magical Girl Use#203.2403.500
Art#232.3152.500
Overall#232.6232.833
Creativity#272.4692.667

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme(s)
-That Would be Truly Wonderful
-This Just Can't Be Right
-Was Stupid... So Stupid
-My Very Best Friend
(they are more Easter egg than real theme though)

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Comments

Submitted (1 edit) (+1)

I liked it! But there are some issues I feel could be addressed. 

First, I think the levels are a bit too long. And there's not a lot of variations with enemy types or formations (most of the time they seem random?), so the levels end up feeling a bit boring. Also, I think being hit once and you die is not the most appropriate for a game jam. I wanted to keep playing, but losing a life and having to do it all again is pretty demotivational... Especially with the long levels!

But the system for powerups (where you get more powers that eventually run out) seems very interesting! I would like to see it expanded a bit more :). The boss was also pretty interesting! But I feel that the phase shift is a bit too sudden. Usually in shmups their phase changes are a bit more signalled, I think.

Also, I felt that sometimes the game didn't respond to my commands? But it's not like it happened a lot. I played on Windows if it matters.

Developer(+1)

yeah I though about making first level smaller, and put it just as a way to win weapons before the boss, but thought about it too late. 

The level are randomly generated by taking a music, and create enemies wave from a defined list of possible enemies patterns.
(here: https://github.com/cosmo-ray/little-space/tree/little-mage/js/game_level).
I should have work a little more on patterns to make them more poetic and make more patterns to make them less repetitive.
I spend a lot of time during the jam on improving player bullets, adding a boss, a score system, and the munition system.

Submitted(+1)

Oh! That is very interesting. Would it be possible to alter the code to create levels from any music defined by the user at runtime? Even though you lose your curation that way.

In any case, don't worry, the game is good! It got a good score from me :)

Developer (2 edits) (+1)

yes, you change the link here https://github.com/cosmo-ray/little-space/blob/little-mage/js/game_level/lvl_01....

It look for music in audio folder. (game_directory/audio/)

The engine is pretty simple, it take map as a global variable, use it as the fist level, and each time there's a .next in a map, there's a next level.

At first(during dev) I was using anime music, but because they're not free, I've change them for free music.

Also as my engine interpret the js code, you don't need to clone the github repo or anything, you can just change the link in the extracted archive. (though I wouldn't mind a pull request :))

map argument are like this:

 Map(audio_src,
    level_type (0 is generated from the music, 2 is boss and 1 is testing crap),
    optional_first_pattern_number,
    optional_last_pattern_number);

pattern number are from 1 to 4 (mistake I've made when I've code the engine 6 year ago, it should be 0 to 3) , you could add one by copying a pattern file, add the file in start.json and increase nbPaterns here: https://github.com/cosmo-ray/little-space/blob/little-mage/js/funtions/Normes.js (Norme is another mistake from my early coding, what does norme even mean...).

Submitted(+1)

I have to admit, I'm not too good at games like these. I found it pretty difficult at first. Seems like a solid little shmup. I wasn't aware of Pepper & Carrot, but looks pretty cool after checking it out.

If this were to be expanded, I'd like to see more interesting enemy placement/attacks. The boss was step up from the level. Nice work, keep jammin!

Developer

Thanks, when I submit a game, I generally, look back at it, dislike the game I've made, and move on something else, (and sometime go back on my game 1,2,6 years latter
But reading your post is heart-warming so I'll try to make a better version someday. hopefully in less than a year.

Developer

Also jam are fun but don't give occasion to work on past work, I'd like to make a game jam that have for only theme to continue working in a game made in a previous jam.

Submitted(+1)

It's funny that you say that! I was looking for exactly that sort of jam myself, and I found this one that's starting a in few days: https://itch.io/jam/finish-it-jam

The only theme is to finish or at least continue work on an ongoing project! I have a Devtober project that has been ignored for months now, so I'm going to use this jam to try and finish it! :)

Submitted(+1)

hmm that good to see Pepper and Carrot here haha, the game itself is fun, but i think the enemy placement on the screen feel bit random... i liked the boss

Submitted(+1)

I tried this in a VM running Ubuntu MATE, it ran reasonably well. It did occasionally miss controls and I wasn't sure if it was my VM or the game itself. It was pretty fun, witty, and reminded me of freeware games from the 2000s in a good way.

Submitted

it missed controls for me too and I'm running Fedora on a physical machine, it might be the game itself

Developer

Yeah I guess that's from my game,
If the bug happen a lot it would be easy to debug, but because it happen only sometime it's hard to debug.

A problem is that I use a game engine in js I've made in 2013 didn't touch the code for ~7years and decide this year to support JavaScript in a generic game engine in C on which I work,  so I have like 3 layers of key handling to debug (1 in my game engine in C, another in the one in js, and the part that really do the key handling ).
Also I've learn js while making this engine so a lot of code are ugly...

HostSubmitted

Daaang! Is this only for Linux? It's so unfortunate that I use Windows :(

Developer

I'll try to port it on windows tomorrow.

Developer

Done.... I think

HostSubmitted

Okay! Played it.

It's a standard SHMUP. Not the most creative game, but as a Touhou player I love SHMUP games

The game gets quite laggy after a while, especially on stage 2. Do you perhaps not remove bullet/enemy objects when they go outside of screen?

Developer (1 edit)
It's a standard SHMUP. Not the most creative game, but as a Touhou player I love SHMUP games

Well my idea was Touhou-like with a Pepper and Carrot touch :)

The game gets quite laggy after a while, especially on stage 2. Do you perhaps not remove bullet/enemy objects when they go outside of screen?

So I was pretty sure I was removing bullet once out of screen, but I double check, and...

Yes I totally forgot about player bullet (all other elem are properly remove once out of screen)

So thank for the feedback.

I try to release a new version that fix that among other stuff soon.

HostSubmitted

Pfff I see -_-

Unfortunately since this is a ranked jam I don't think you can edit your submission during the rating period :(