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A jam submission

DragonPetalsView game page

An endless "Chill 'em up" game with an emphasis on the conservation of resources!
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DragonPetals's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#662.1673.250
Presentation#692.3333.500
Overall#752.1253.188
Concept#772.1673.250
Use of the Limitation#791.8332.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Antisonon

Software used
GameMakerStudio2, Aseprite, REAPER

Use of the limitation
The game is an (Endless) SHMUP, and you have to be greedy sometimes when making daring advances towards the Petals that double as your health. You can also spend 5 petals to pay for the rapid fire pickups that sometimes drop from enemies.

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Comments

Submitted(+1)

Solid entry, the concept is well executed and easy to understand. Controls were intuitive to understand, music was looping well and overall art animation were fluid! It was just sometimes a bit hard to spot the collectible from the ennemies, and ennemies have a similar color palette to the background, making it a bit hard to see sometimes.

Otherwise, I enjoyed playing your game, nice one! 
Would love to see different stages and ennemies if you update it one day! 

Developer(+1)

Yep, the background and the collectibles are 2 things that do need a major revamp. I'm thinking a full revamp of how the bg works (semi-monochromatic shmups like this ought to have a simpler bg really), and as regards the petals to make them stand out a bit more by both adding a white outline to them as well as making the player attract them if they're near them. Thanks for the feedback, I'm def planning on a 1.1 of the game!

Submitted(+1)

Is a good shot em up, has room to imporvement. I add a  buy icon or somethig over the power upp of the rapid fire, is not intuitive,  besides the petals need more contrast with the background are easy to miss when the foes start to crod.

This is more to what you could do after the jam, Enemies need adjustment, either reduce their number or their lives, you could in the oppossite direction and turn it in a bullet hell(at least get closer to it). the diferent sprites and background are "disonant", i mean each thing apper to be draw in a diferent style, and contranst to much, they look good on its own but not as a whole.

Developer(+1)

All fair points. I was balancing the game out after basically a day of continuous devving lol, so the stuff I decided to implement last minute like difficulty scaling over time was a bit busted. Originally, the enemies would spawn at closer to the rates you see at the start of the game and nothing else, so that influenced their hp pool quite a bit.

A lot of the dissonant art stuff you see in the game is the result of overreliance on in-engine colouring and image blending over adherence to the palette due to trying to make everything look alright while being pressed for time

As regards clarity of the upgrade buying option I was so mushbrained at the end of it of it all that I was going to implement a simple "-(number of petals you lost)" draw call whenever you picked it up, but I was just too exhausted

Submitted(+1)

Simple fun game. Controls could use a little improvement. Just a little bit of acceleration would go a long way. Tapping a movement key and immediately traveling at top speed makes maneuvering around projectiles a bit difficult

Developer

That's very fair. I wanted to make the game a bit more of a very casual, easily understandable SHMUP so I did away with things like visible player hitbox, focus mode, etc. Replacing the missing bullet hell stuff with some acceleration on the player controls is a great idea.

I'm very likely to make a 1.1 due to how quick and simple it would be to improve so many things in the game, so I'll be definitely be implementing that + a bunch of other quality of life features.