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Evil Satellites's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #1 | 4.429 | 4.429 |
Accessibility | #2 | 4.714 | 4.714 |
Sound | #2 | 4.714 | 4.714 |
Overall | #3 | 4.500 | 4.500 |
Originality | #4 | 4.143 | 4.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Artist's Statement
I had a lot of fun making this one! It's my first jam, so please be gentle!
It's my first fully 3D game with movement in almost all axis. It seemed more intimidating than it ended up being, but if it's going to be easy to play time will tell. I did end up removing roll, as that ended up being quite confusing, but you can spin and dive and do all that fun stuff!
It's also my first released game using MonoGame and .NET!
It was fun working with a platform that I usually don't work with very much, the desktop. Most of my developments over the past few years have focused on the browser. I ended up missing the ease of use of it, i.e. just going to a URL and being able to play, but the development was fun and I'll probably end up using MonoGame in the future for more demanding games!
It also gave me the opportunity to try out Synthizer. It's pretty neat!
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Comments
A very good concept with full 3D space.
I love the sound design, with the engine sounds responding to the way I press the stick on my gamepad.
The game could seem a bit hard to have in hands at the beginning, because of the 3 axis, the notion of distance. But I finally had fun, really.
The snarky AI is absolutely fantastic. This really make the difference when quickly testing/rating several games in the context of a jam.
Thank you!
Okay this is pretty awesome!
I love the manoeuvres, the snarky ai and the fact you need to think, when sneaking up on the satellites to get a good firing solution.
I do wish both that there was some indication of proximity in the radar tones, EG warnings for when an object is under 100 and under 50 units away, it would also be nice if the enemy shots made a bit more noise, though generally I get the idea is knowing where they are and approaching.
Would love to see this expanded, but even as it is, its a pretty great job and a fun play!
Okay this is pretty awesome!
I love the manoeuvres, the snarky ai and the fact you need to think, when sneaking up on the satellites to get a good firing solution.
I do wish both that there was some indication of proximity in the radar tones, EG warnings for when an object is under 100 and under 50 units away, it would also be nice if the enemy shots made a bit more noise, though generally I get the idea is knowing where they are and approaching.
Would love to see this expanded, but even as it is, its a pretty great job and a fun play!
Really great sounds and concepts all-round.
One thing I don't understand is how the up and down arrow keys affect your ship. Do they just adjust the angle at which your ship points so that the bullets can run into things instead of pass over them?
My primary difficulty with this one is that I find it nearly impossible to hit things. I can usually destroy satellites from around 100 units away, but I cannot collect their debris, or even so much as crash into it; I always go right past it. Also, I'm cofnused about whether the up/down arrow keys affect debris collection.
But maybe I'm doing something wrong.
Hi! Yes, those keys definitely angle your ship. This affects everything. The game is fully 3d, and your gun always faces forward. If you angle up or down, the projectiles will also move in the exact direction you're facing. So if you face too high or too low, your projectiles will either fly over, or under, the satellite you're aiming for. This is also the case for picking up debris. If you're not aiming for it, you will pass over or under it and not pick it up. You have to make sure that you keep adjusting your pitch angle to point directly at either the debris or the satellite.
Hope that helps a bit.
Yep, that makes sense. I've tried that and still have little success when collecting debris though...
But I'll keep working at it.
Hi,
I have good and bad news.
Good news, I'm actually getting pretty good at this game now! I have no idea how, either. I think I just started sort of subconsciously getting a feel for what does and doesn't work. I can't even explain why I couldn't get debris earlier, because now I have no problem with it :)
Bad news, I found a pretty big bug. On wave 4, my ship starts slowing down tremendously. First the max pitch of the radar beeps decreases, then my projectiles slow down. Eventually the slowdown progresses to the point where I can't move fast enough to chase down satellites.
If it'd help, I'd be willing to record a bit of wave 4 to show what it does. Not sure if that'd be helpful or how you'd want to coordinate that though. hope it can easily be remedied in any case.
I love the menu voice over and the AI voice over too. First time I played I wasn't sure what to do. I could tell I think I was moving left and right but it wasn't until the second time I tried that I heard the missile. Though I feel like I didn't have enough to get into position. Nice job on your face game jam. There was a bug on moving the screen off the monitor onto another, the window would grow exponentially, but not a big deal, doesn't effect the game.