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A jam submission

Infinity BreakView game page

Submitted by Ian Lomas, miguelabuel, Phelippe Afonso (@heylistenofc) — 1 day, 14 minutes before the deadline
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Infinity Break's itch.io page

Results

CriteriaRankScore*Raw Score
Music/Sound#14.2384.238
Graphics/Animation#24.5244.524
Overall#63.7523.752
Technical Implementation#63.5713.571
Fun/Design#133.1433.143
Theme/Limitation#143.2863.286

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Size

Quartet (4)

What main engine/tool/language did you use to construct the game?
Phaser

How does your game apply the optional theme "break"?
Enemies all break apart into smaller ones when killed

Which art and audio did you / your team NOT create from scratch?
None, it was a nightmare

Which art & audio did you / your team create BEFORE the jam started?
None, again, all created at the start of the jam

Which diversifiers did you use, if any?
"By the Hand" i suppose, all pixel art is hand drawn, "Do Your Part", all assets will be added, "Hidden Secrets", there is a hidden "easy" mode activated by clicking the ship on the main screen,

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Comments

Submitted

I love the nixie tube score counter, I would say to ditch the parallax stars because they are very close in size to small bullets, aside from that it's a great game

Developer(+1)

Thanks for the feedback, v1.1 does a lot to fix that issue, will be released once judgment is over!

Lovely graphics! I included it in my Palette Jam 2 compilation video series, if you’d like to take a look. :)

Submitted

Really great looking game, had that retro arcade feel to it. As others side the enemy bullets were hard to distinguish from the background stars, but neat game.

Submitted

Definitely one of the best looking games in the jam. I said this before but it reminds me of Gyruss in particular. Also Guardian Legend. I almost gave you a perfect 5 but felt like I had to dock one because so many projectiles look almost like stars. It's a small point to nitpick but I have good vision so you have to be losing a lot of players over that. You drew the bigger monsters throwing bigger projectiles to give the impression of them being stronger but that's backwards. The big ones still only hit for 1 damage and they're easy to see and dodge. The small ones are impossible to see unless I look directly at them, thus turning my attention away from the rest of the screen.

I wish my fighter were slower, actually. I see numerous gaps in the projectiles that I could barely fit through but end up not doing that because I have to move at a direction that isn't on the keyboard. At the speed the fighter moves, it's really hard. I s'pose if I liked the game enough I could just practice but oh well. I made it onto the bottom of the leaderboard on the first try so I guess I should stop complaining. Haha.

I didn't see any powerups after level 1. Is that intentional?

When I'm at the far left of the screen, launching a missile volley makes the missiles go off-screen and get deleted. As you may guess, I haaaate that.

Good job overall! Very polished for a game jam.

If you haven't already, could you please rate my team's game? I'd much appreciate it.

Developer

Thanks for the feedback! both the powerups issue, and the missiles are bugs I've got fixes for ready to roll out once the judging period is over, it'll be easier at that point for sure :)

Submitted

Nice shmup!

The small enemies make it hard to spot at first. And their bullets could look similar to stars in the background.

I wish powerups would appear also in other stage than stage 1.

Developer

powerups should be appearing all over the place! this may be a bug!

Submitted

The art is amazing and the music fits really well. The movement feels good. The smallest enemy bullets can blend in with the stars sometimes. I did notice that if you use the missiles from the very left side of the screen, they turn invisible. As far as I could tell, the enemies stopped dropping the pickup items after the first level. Overall, I did enjoy playing this game, even if it was too hard for me to finish the whole thing, even on easy.

Developer

Thanks for the feedback! nice bug find with the missiles!

Submitted

Really cool game! & It looks amazing. the hud is absolutly stunning. 

The ships controls feels good and respond well.

Few points of frustration. The ennemies bullet are very small and kind mix with the background which can make them hard to notice & dodge on time.

The pickable bonuses kinda all look similar, so you don't really know what you pick and when, unless you really look at them. You sould condiser making them look really different (shapes, or colors) so that you know what you'll pick up without having to take your focus off the danger so that you know if it's worth taking the risk to get hit to pick it or not.

Didn't manage to beat the game. but I'll probably come back to it becaus I really enjoyed playing it.

You guys did a great job :)

Developer(+1)

if it's too hard, hit the ship on the main screen once to activate "easy" mode! :D

Submitted

It would be nice if the enemies and hostile bullets were bigger or stood out more!

Excellent game!

Submitted (1 edit)

I love this kind of space bullet hell!
The art is beautiful, the music is awesome, the grid-based controls are a little strange at the beginning, but I get it was a retro design choice. 
The only complaints I have is that the enemies bullets sometimes blend with the background stars on the frenetic shooting action, and the resolution didn't fit in my notebook screen. XD
Overall it is was a great experience!
I didn't get to the end yet, but it is a game I'd like to return to in the future. 
Great job guys!

Developer

New versions maybe I'll make the stars hide-able, thanks for the feedback!

Submitted (1 edit)

Love the sound/graphics, but had trouble playing because the star field and bullets look so much alike and the background movement updates smoothly but the ship movement stutters. The art design of the game is super super nice though.

Submitted

I'm more than impressed by how you were able to make such a good looking game with only 8 colors, the music is also really good, was it made on FamiTracke?
I'm also a big fan of bullet hells, even tho i'm not the best one at it :p
Well done

Developer(+2)

My art guy is currently hibernating off the marathon drawing week, so I'll try to guess as best I can.

The art was drawn mostly in GIMP, with the boss Krita because it has more complex movement:


Frankly, what he does is magic to me.

Submitted
 Frankly, what he does is magic to me.

I agree

Developer(+1)

Hi, I was responsible for the music on this project! Glad you liked it! In this specific case I didn't use famitracker, it was produced in a DAW. I used some soundfonts from sega genesis, magical 8bit plug and some timbres from aparillo (a synthesizer I really like) modified with a bitcrusher to make it more oldschool.

Submitted

The pixel art is amazing. It really impressed me, what you made with these 8 colors. Not only the ship looks awesome, also the UI is great!

Your soundtrack is also great. It fits the game's atmosphere so well! I love it.

What could you make better in my opinion? The small enemies are a bit to small, also the small enemy-projectiles. They do not stand out from the background so well.
Also the difficulty level was not optimal for me. The normal is a bit to hard, the easy mode to easy. And there could be some more pickups.

But overall, an awesome arcade shooter. Great work!

Developer

Thanks for the feedback, the "easy" mode was actually a last ditch addon, but i'm happy with how it came out, I agree the enemies can be a bit small, but 273 was already heavily focused on drawing the boss, I didn't want to put any more on his plate :)

Submitted(+1)

Overall a really good game! The pixel art work is really good and does well with the limited selection of colors. The music is an absolute bop and I would probably listen to it outside the game while doing work.

The bullets though are way too small. They're almost impossible to see especially with similar sized objects(the stars) that look basically the same moving with them in the background. The player movement is also very rigid. The ship seems to teleport more to locations rather than move to them. This is especially jarring since the stars in the background are much smoother leading to two different movement styles.

Developer

Thanks for the feedback, this is my first attempt of a game of this style, so I didn't get the physics quite right for ship movement, and limited time leads to things not quite being right unfortunately!