I beat hard, in the end it just became frantically drawing lines and making sure it was behind the enemy but it was fun watching the ships blow up. Nice sounds and feel. A clearer indication of what was going on and being able to choose a new difficulty without having to quit the game would have been nice.
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Planetary Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #4 | 3.813 | 3.813 |
Presentation | #8 | 3.938 | 3.938 |
Overall | #10 | 3.531 | 3.531 |
Art | #14 | 3.250 | 3.250 |
Audio | #14 | 3.125 | 3.125 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
plexsoup ( + Music from Joshua McLean)
Software used
Godot, Gimp, Inkscape, Audacity
Cookies eaten
zero
Comments
Thanks for playing! Great feedback!
I had the same experience. I should probably slow time down a bit, to make it less frantic. But I don't want to bore players when there's nothing going on. I don't want to drag out the end-game too much either. That's a big problem for the 4x genre (which this is not... yet)
i had a tough time understanding, but when I got it I got hooked! Good job man!
I like the creativity and clarity this game has. It has some light strategy that presents good choices to make from beginning to end. Even though the ships were tiny to see, it was clear to see a large group of them. At times where every planet was sending out ships, I would get some slowdown.
I would like to see where the game would go if you plan to develop it more. I do fancy tactic games like this. Good job!
My small brain had issues understanding what to do at first but once I figured it out I was really impressed by the ideas displayed here. Gameplay wise its pretty excellent, so the things I'd focus on would be on the art style and visual clarity.
Without being on full screen it was pretty hard to see the drawn attack lines especially on a high pixel density screen. Same thing with the enemy side of things, sure I could zoom in but then I'd lose on a ton of information that I would love to access to without having the zoomed out perspective.
Great job, can't wait to see what you can do in the future with this project if you decide to push it forward.
This is really interesting... The way you send your units has the potential for tactical movement but you really need to time it correctly... I tried a few times to flank an attacking unit and was really impressed... And then it got too hectic and I lost...
If you think that you will keep on developing it (and you should in my opinion) think of presenting the units as a single shape of varying size (depending on the number of ships)... It would make things more clear visually...
That sounds awesome. I'm adding it to my github issues page. https://github.com/plexsoup/PlanetaryRush/issues
Personally, I'm not a fan of this genre, never found them very engaging, just so you know where Im coming from. With that said, its very well done for what it is, and feels very ambitious for a short jam (you even have factions!). It's well presented and has fitting sounds.
Really like that you could drag your paths as you wanted to, adds a great feeling of control then if the ships would have been going in strait lines, also like the in-between ship-fights etc. Adds to the feel of it.
As the gameplay itself is not my thing I wont comment on it that much (it is, what it is), but what I would have liked to see is a bit more details to heighten the space "feel". The planets felt very static for example, maybe add a bit of rotation/movement there? You already have the selection effect of the planets so would love to see more of that type of stuff. Maybe the planets could have been more varied? Having one being a giant space-station etc.
Overall, great work.
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