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Figure 0's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2 | 4.500 | 4.500 |
Overall | #4 | 3.929 | 3.929 |
Use of the Limitation | #5 | 3.929 | 3.929 |
Enjoyment | #15 | 3.571 | 3.571 |
Concept | #18 | 3.714 | 3.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Arctare
Software used
Godot 3.2
Cookies eaten
0 :(
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Comments
I loved this!!
The art and music were brilliant and the concept was really good and original! The control were really solid and the momentum was kept throughout!
Awesome game!!
The controls are very nice. The feeling of weight in your plane while dogfighting is quite good. The music is great, too. Good work.
Great art, nice music and pretty standard sounds. I found the flying to be a little hard, and didnt realize how to use boost because it wasnt mentioned in the game itself. Once I played around a little more, I got it though.
The art style caught my eye the minute I saw the page, and I wasn't disapointed when I played the game. It looks amazing, and plays amazing too! I enjoyed the shoot-em up aspects along side the constant need to watch your fuel... sorry, doughnut meter in order to stay airborne. Plus the extra features of added weapons and such made for a enjoyable experience!
Before even starting the game I was already blown away by how solid the menu and shop looked. Does your body not need any sleep?! Very cool game, good job.
Thank you!
This was fun! The art is amazing!
Thank you!
Man, this is such a solid experience for a jam game, I'm jealous! Love that you interpreted the dougnut concept as making loopings. My longest run was going great until I crashed into the enemies. My highscore was 34600. Minor comment: The stuff in the shop is way too expensive, haha!
Good job!
Amazing game!
I found that replaying it was pretty fun, although it got a little tedious after a few playthroughs. I'd suggest making the powerup unlock thingy happen sooner, and make the prices for the unlocks lower, since I started to lose interest before I had enough to unlock anything.
I'd also suggest making the view range bigger, since a lot of times, I couldn't dodge or lead my shots since I couldn't see the bullets or the enemies.
Yeah, I agree. While play-testing, the view range was probably the biggest issue that I found, but because of the time constraint and the time it would take to increase the resolution of all the graphics, it would have been way too difficult to increase the view range. Thank you for the feedback though! If I were ever to expand on the game, first thing I would do is increase the view range.
Amazing art!
The options were a nice touch -- the credits, etc and the weapon choices. Gives the game replayability.
What software did you use to make the graphics?
Thanks for the nice comments; I used aseprite for all of the graphics.