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C.W.I.S (Score Space #9 Game Jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #9 | 3.621 | 3.621 |
Gameplay | #15 | 3.517 | 3.517 |
Aesthetics | #27 | 3.517 | 3.517 |
Overall | #41 | 3.164 | 3.164 |
Theme | #104 | 2.000 | 2.000 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a ton of fun to play! It felt very nostalgic to me and I’m wondering if I played some similar concepts a long time ago on the first computer my family had. Great job and awesome game!
Thx for playing! glad you liked it and felt nostalgic about it xD
Sfx are soooo good ! And the visuals are also very good ! The idea of climbing the ranks in the army is pretty well found! I really like this game :D
Thx for playing xD, Glad you liked it!
This game's great the visuals and sfx were good, and even the interpretation of theme was unique, well I think it would be great if we were able to move the ship and dodge the missiles, they were homing too fast.
Thx for playing, I didn't let the player dodge missiles as is wouldn't be that realistic.... missiles are pretty accurate and hard to fool on reality so I kept the players focus on defence as I felt there was enough going on as is.
I think the concept of this game is brilliant. The art style, all the assets and the UI that you put on the screen here all play together so well. I was never confused about what anything is or what it's doing. The sounds are great, they all make sense and make the game that much more enjoyable (I also love how the main menu track has, like, a sonar sound in it. Really great touch!).
The connection with the theme is a bit of a reach, but I can see what you were going for. My main concern, though, was the missiles. I guess there was this stigma in the back of my head that I shouldn't be turning the screen into a bullet hell, because ammo is precious and should be conserved. But the missiles are so dang small, I had to just let loose and let it rain to even get a couple. And in the beginning, I was seeing as many as 6 of them popping up in the screen in close succession to one another. By the time I reached the first supply crate, I'd have at least 3 lives taken off (if I hadn't died yet), and no lives replenished.
The idea of having these missiles coming at you as enemies is amazing, it just feels like a bit much as a first enemy type. I was hoping to have some slower, bigger enemies to start with so that I could get a feel of the controls first, like maybe some battleships or patrol boats. Then, when I upgrade my weapons a little bit, it makes dealing with the faster and smaller enemy types like missiles a bit more manageable! Also, as great of a mechanic as it is to see where enemies are coming from on a radar screen, it would be helpful to have an arrow or line in front of the gun I'm using to give an idea of where the shot will be directed. The gun is small and kinda blends in with the sea, so it's hard to see where it's aiming sometimes.
When all's said and done, though, this is one of the best looking games I've seen in this whole jam. I can't believe you guys did it in 3 days. And it already has all the mechanics to be an amazing game (like that upgrade system, so gosh darn cool!). I think it just needs a bit of playtesting to get that feel of easing the player into the game, and maybe some minor tweaks to certain aspects, and you guys have got yourself a real winner here 😄
Thx for playing! and some brilliant feedback xD here's my notes on what you've brought up:
I worked a lot on making the game simple while also challenging. The music/sfx were all assets I found online, I looked specifically for drums and just came across that soundtrack and felt it fettered perfectly for the menu.
The shooting was focused on short and steady bursts with good reactions, you'd get time to plan with the radar showing what was coming. I find that using the chafts as often as possible is great, and only shooting the cwis when they are about to hit. using your own missiles to hit a few out before they reach you when lot of missiles are on to you also helps xD I will admit, it did change the health from supply crates last minute, before it was way too easy xD you'd get health every other crate and a good player could easily stay alive forever, I made the change to make it harder, which has clearly worked!
I was planning on adding additional misisle types, but as I was working by myself and had some IRL commitments that weekend, I kept the scope of the game down so it was managable. I planned to have a misisle that needed two hits to take out as well as a nuke style warhead that could only be shot with missiles, as if shot with cwis it would still hurt the ship. I was also considering the sightline on the guns, once again, got cut due to the time I had left xD.
Now, I did use the chafts and I think that it was an effective way of getting yourself out of a tight spot. But because it seemed like such a last resort weapon, and the other ammo types are so limited, it felt silly to use it in the first 20 seconds of the game. It may be that it's rechargeable, but I was a little too worried to about everything else coming at me to really look into it. I also had some issues with getting them to actually set off, but I dunno if that was my mouse acting up or a bug (maybe because I was pressing it frantically?). When the missiles got really close, though, I couldn't get it to activate sometimes.
But the other part of that is that all these weapons seem like a lot to have all from the get-go. If I could just get the hang of how the main guns work first, then buy missiles or the chaft as an upgrade to help me cope when things get inevitably harder, then the progression would feel more natural.
But wow. I thought you might've had a full-blown team behind you getting this done. The fact that this is a one-person job, is freaking remarkable. And in 3 days, no less.😳
I wanted to leave a really detailed list of feedback because this game was so much fun to play, and it's easy to see the potential it has to be even more awesome than it already is! I've also seen you commenting really genuinely on other people's games, so that inspired me to do the same. ^^
WOW! It's simply amazing. The graphics, the UI and the gameplay!
I only have one suggestion: you should store the given name so the next time you open it, the name is automatically given. The rest is absolutely perfect.
Funny thing, no one has better score than the developer XD (and I tried to be the best, but F).
Very funny game!
Glad you liked it xD, yea I didn't have the name save as when playing on web it was simpler to just have the name be inputted. Yea the game takes a bit of practice, and me knowing exactly how to play it helps xD, got a 7K score on a second run just now xD.
Nice game! It's really good I got fun playing it and I'm very inspired by this game! For example would have been nice to see the enemies on the radar only for a few seconds when the white bar goes over them. Or see your own shots on the radar to help you fix the aim. But it's already really cool. Got a bug each time I die where the game seems to block, needed to refresh the webpage. Nice job, keep creating games!
Thx for playing! As for your suggrestions, I felt that showing enemy ships on the radar would give the impression that you could shoot them, that is something I thinking about adding post jam with a few new weapons to aid in that. As for seeing your own shots, I felt that would take away from the experience a little as you'd not normally see bullets on a radar screen, though I was thinking of a little UI that would be on the corner of the scren to indicated the direction the misisle was coming at you from. As for the bug, yea, pretty sure thats just the buttons not setup correctly / time not being reset xD. I'll be fixing that post ratings when itch will allow me to upload a new version xD
Ok I see, thanks for the explanation! :) Great job again!
Clean Graphics, good sound design, and overall well polished gamed with a clear design direction. must to learn from design wise. Abstract taking of the theme idea. I don't think that it essentially is a bad way to approach the idea, but I personally couldn't figure out how it did relate until after I read the description. I
Otherwise though good job man.
Thx for playing! I had a clear idea from the start and kept to it as much as I could. I did still have to cut stuff, like the chaft & missile upgrade tree's which were going to have their own like the CWIS ones origionally. But as a solo dev, I just ran out of time, so I focused on having a polished experience instead xD Yea I went obscure on the theme just to be different xD
Unique aproach to the theme, i like it; replay button doesn't work properly though
Thx, also didn't know that was broken xD, thx for letting me know xD
No problem :)
Sound and music are epic. artstyle is good but got some bugs through the game. Overall good game!
thx for playing, any chance you could list the bugs you found? Can't fix them if I don't know where they are xD.
UI is clean, style is well-maintained. Not my cup of tea gameplay-wise, but it does feel complete, which is a great achievement for a jam-gam :)
thx for playing xD
Cool music and visual style. The gameplay is very simple and intuitive, I like it :) . The topic is not well covered, but overall good
thx for playing xD, yea I anticipated the theme would be obscure...
Thats an abstract interpretation^^.
But overall it's really good executed. Aesthetics and Music on point.
thx xD, glad you liked it!
a cool interpretation of the theme and fun to play
thx, glad you liked it xD
As you mentioned, not much of a climbing game, but it's a fun little distraction. Great work, very polished.
Thx, yea I took an abstract interpratation xD, I rekcon I'll get that kind of comment alot!
WOW, very polished, very nice and very brutal! Oof, vietnam flashbacks :)
thx xD, glad you liked it!
Will you leave some feedback about my game too, general?
XD
Will do xD
A good game !
Not that much in the theme though, but still, easy to learn and fun to play !
thx, yea I imagine I'll score poorly for the theme implementation.