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A jam submission

Bomb The Heavens!View game page

A game about blowing up planets!
Submitted by Erik Kirshey — 3 hours, 45 minutes before the deadline
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Bomb The Heavens!'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#233.2223.222
Concept#392.7782.778
Overall#432.6392.639
Enjoyment#502.4442.444
Use of the Limitation#592.1112.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Erik Kirshey

Software used
Unity, Asesprite, Affinity Designer

Use of the limitation
All objects in the game can be blown up...not a super creative take.

Cookies eaten
6

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Comments

Submitted

The glowing effects are cool! I gotta admit it took me too long to figure out I could double-tap planets. I hit 3 before I thought about hitting one twice.

Submitted

I agree with the below comments! 

Good work! the graphics and sound was quiet great.

The controls (for me) where quiet difficult.

Im intrigued on your leaderboard and how you got it to go fullscreen. Is the leaderboard from an asset? or?... I tried a few, none seem to work any well. I had one working, but then it randomly stopped working.

When i enable full screen via itch, the game remains the same size, it just fills in the empty areas in black. teach me your ways sensai?

Developer

Thanks for the feedback!

I use lootlocker for the leaderboard backend with a simple UI component that I wrote. It’s basically just a canvas UI image with a scrollview inside to displays the scores. My canvas is set to scale with screen size and has a reference resolution of 1920x1080 so all the components should stretch accordingly.

I used lootlocker in a previous gamejam and it works pretty well so I do recommend it for small projects like this. I haven’t tested it at any sort of scale so I can’t comment on whether it would be good for larger productions.

Let me know if any of that helped!

Submitted

thanks for replying 😀

I've tried lootlocker, couldn't seem to get it working 😞

Submitted

The visuals were super smooth and nice looking. I love a good spaceship velocity control game, great job!

Submitted(+1)

I enjoyed the presentation of the game. The music was chill but driving and the graphics were simple, yet effective.

I would maybe implement a tiny bit of drag for the ship, so

1. you don't go flying off every time you wanna turn around and

2. the "best" play is always to just keep floating and wait for something to perfectly cross your path, since it doesn't cost you any fuel to just wait - maybe some sort of time constraint would also fulfill this problem, though.

Overall I enjoyed the concept, great effort :)

Submitted(+1)

A time constraint makes a lot of sense! I think drag wouldn't make sense for the setting though (ain't no drag in space!). Besides, isn't lack of drag what makes a space setting unique?

Submitted(+1)

(I'm speaking generally here an not critiquing your game necessarily)

I think you should strive  for realism as long as it enhances the gameplay/user-experience. You can fiddle with the physics in your game as much as you like. 

Take the Super Mario Bros. jump arc for example. It feels great and responsive and it seems to make *sense* when I play the game, even tho it is not a perfect parabola, there is no drag (I assume the mushroom kingdom has air..), you don't die if you fall from a coin heaven and so on...

So I think drag, a maximum speed or similar non-physical things can make the gameplay more fun no matter the setting.

Developer(+2)

Yeah, the lack of drag was an intentional choice, since as EggBox said, there is no drag in space. But given all the feedback, I’ll certainly try for a better “feel” if I make any more top down space games in the future.

The realism vs fun is an important point and something I need to get better at. I definitely have a bad habit of valuing crunchiness and realism over fun. I did have plans to add some sort of obstacles/enemies so the experience could be more rewarding, at the very least you can’t drift if you’re being shot at. However, I’m a software engineer by trade and an artist only in my wildest imagination so the visuals took me longer than planned and I ran out of time.

I really appreciate all the feedback and it will certainly help in future projects! Thanks!

Submitted(+1)

Though it can, some players do enjoy when things are harder to get the hang of. I think I would've enjoyed the game a lot less with drag. It's all preference really!

Submitted(+1)

I really liked the music and graphics of the game, at first the control was not entirely clear, it would be desirable if there were tutorial in the game, I would also like it to be possible to fly not only forward but also backward.