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Imperial Chase's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Movie Interpretation | #27 | 3.905 | 3.905 |
Audio | #37 | 2.952 | 2.952 |
Overall | #42 | 3.000 | 3.000 |
Fun | #44 | 2.857 | 2.857 |
Visuals | #45 | 3.238 | 3.238 |
Gameplay Innovation | #68 | 2.381 | 2.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
IMDb link
http://www.imdb.com/title/tt0076759/
Movie scene description (plus video link if possible!)
Starship battle scene on Death Star from Star Wars: Episode IV - A New Hope.
Does your game or video link contain movie spoilers?
Please list any pre-made art/music/other assets that you used.
X-Wing model - Dr. Harry Chang/Jose Gonzales Pareja
X-Wing Brown model- Kim
E/T/Y-Wing/T16/Tyderium models - ideastudio
Death Star model - 3dregenerator
"Imperial March Medley" Music - Star Wars remixed by Csaba Bánki
"Sargasso" Music - Star Fox Assault
"Boss 3" Music - Star Fox Assault
How many members in your team?
Anything you want to say to players before they play?
Top-down shooter based on starship battle on Death Star from Star Wars, but from empire viewpoint. Post your high score!
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Comments
Nice game! I included it in my Movie Game Jam compilation video series, if you’d like to check it out! :)
the fonts, the cinematics really matched the movie. 5 out of 5 on that. Other than that, the audio was cool and it was a fun game.
Cheers!
Hey I don't think you are allowed to use non-royaly free music:
"Sargasso" Music - Star Fox Assault "Boss 3" Music - Star Fox Assault
Just don't want you to get disqualified
Thanks for the observation, but the rules said:
Can I use other peoples' work in my game?
We do not take responsibility for any unauthorised uses of other peoples' work (e.g. music, sound, art) and any consequences that may result from its use. Please use work that you are authorised to use or that you created from scratch yourself.
So, isn't forbidden, but the usage was discoraged.
“Please use work that you are authorised to use” ..I think it is forbidden
I like the difficulty ramping that you used to scale the experience before facing the falcon. I also like that it was from another perspective. The WASD controls were not laid out in a format that worked for me but when I switched to arrow keys it was great. My highest score was 77 if someone beats this please challenge me and I will record a higher score. :)
Thanks for making your game it was fun.
There time that I had trouble for hear you, since the game audio is too loud. A keyboard sounds are a bit loud too. Besides this, nice video!
You played pretty good for someone who doesn't used the special weapon.
https://www.twitch.tv/videos/231908661?t=04h40m10s
85, but I think you'll beat it :)
challenge accepted
You discovered a bug: When you are invincible after respawning, you can defeat the boss just by colliding.
Bug fixed, thanks!
I liked the concept for a jam game, I'm in the same boat in terms of getting to the falcon then getting wrecked a couple of times. I think for bullethell scrolling shooters there was a few things I would ask to change if you remade this style of game
- player controls and movement: the scrolling shooters i've had most fun with employ little to no acceleration or drag to the ship, making minute adjustments to your position really easy when you're in the thick of bullets. A smaller ship/hitbox also helps me feel like I'm in greater control of each scenario, usually something like a 1:1 ratio of my ship to enemy bullets
- i find these games often feel a lot better when each regular enemy takes 1-2 hits to destroy and gets replaced by more, than enemies that take 5 or so hits each. Obviously this depends on the enemy type - it's fine if larger ones take more hits, but getting that power fantasy feeling right is all about the ease of dispatching regular foes.
- some of the enemy fire patterns I felt like I'd managed to get myself in a terrible position that I had no hope of getting out of without destroying myself. I think this is probably the thing that would take the most time and testing to fix, but having short gaps between patterns for players to move around more would help
That's all I have though, relatively small points for a game that was otherwise pretty good fun, thanks for making it :)
1. I agree. This problem happened before and I can't believe that I let his pass on this game! I used "GetAxis" instead of "GetAxisRaw" so the player slide a little. This won't disturbs me, so I didn't notice when I was making the game.
2. I may be wrong, but believe that this was a alternative to the genre. Like Sonic's rings was a alternative from standard energy bar system. Anyway, your opinion was valid.
3. Besides the scenario what BurningOut mentioned (and I replied), and if you aren't too slow, I believe that there no pattern who you can't avoid. For those problems, use the special weapon. The main problem is that these pattern aren't easy to notice from the first play.
Many thanks for the big feedback! I enter in jams for these kinds of reviews!
I managed to reach the Millennium Falcon and then got completely destroyed, Rebel scum. Good fun game. I think some of the enemy shots are a little bit quick (Millennium Falcon) so without knowing which way they are going to shoot its very difficult to react quick enough. Also, the player ship is very large so I found myself in situations I could not get out of, mainly when the two Y-Wings start shooting and the path of their lasers cross. Other than that it captures the feeling of Star Wars well, good job.
About the Millenium Falcon shots: This is a valid opinion, but I found out people who avoid these shots without big problems.
About the Y-Wing shoots: There two easy ways to avoid it: Use the special weapon OR stay in the middle.
Thanks for the feedback.
Very nice little game. The controls felt a bit "floaty" to me which made it difficult to maneuver between some of those tough spots. Might just be my laptop though, I'll try again tonight when I'm at my desktop.
Great game !
EDIT : (my mistake here)
But, please, don't forget that some players don't use a qwerty keyboard : for me, it was terrible to use such keayboard configuration (imagine the situation transposed to qwerty: "z" for up, "q" for left, but still "d" for right and "s" for down). If you can, propose a custom configuration, or at least an arrows possibilty).
By the way, your game is as beautiful as hard to play ^^ Well done !
But you can play using arrows! This possibility was listed on "controls" menu.
Oh ! I've just tried, and yes, the arrows are working. I've tried yesterday and it wasn't. Probably some "Verr Num." of my laptop (I'm not used to laptop). Sorry for the mistake. With arrows, I've played 10 seconds more (your game is too hard for me ^^" But don't worry, I never win to mine either ^^) ! Still a great game.
Cinematics, menu designs, scene changes all are very tasteful. Congrats.