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Gustav Wonderful Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #6 | 4.143 | 4.143 |
Audio | #9 | 3.571 | 3.571 |
How much do you enjoy the game overall? | #14 | 3.357 | 3.357 |
Gameplay | #19 | 3.357 | 3.357 |
Overall | #22 | 3.310 | 3.310 |
How well does the game fit the themes? | #27 | 3.286 | 3.286 |
Did you make it in 3 hours (put 5 by default) | #37 | 2.143 | 2.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
Prud’hom Miguel 3h : character design and animation, Nausicaa Fukuma 3h30 : FXs, Banti Konrad 12h : dev on Unity (I lost almost 5h trying to use NavMesh for AI, but movement was really bad so I decided to made it differently... A lot of idea are missing like slowing time, and some power up but didn't wanted to use more time)
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Comments
Nice work! The graphics are super cute and the sound effects are good. I did find it a bit hard to hit the enemies. The ship doesn't quite turn fast enough to be able to target very accurately but it does turn sharp enough to spread your bullets out that they miss a good amount of ships.
A well-polished little shooter experience, with the visuals being particularly top-notch. Having even the menu music persist through the rest of the game would have been great, but the combat SFX nevertheless made for a satisfying audio experience.
Would definitely swim through space for what appears to be a peanut again.
Great work, and good luck! :D
Thank you ^^
(I think it's a potato)
It was hard to aim the bullets, but nice graphics and ai!
Yeah, gameplay isn't perfect, I think it was too ambitious for a trijam ^^
Thanks for playing :)
Impressive AI! The third level took me awhile because I kept dying and because the enemies weren’t making themselves easy targets. Nice work!
Thank you !
Yes, third level is a bit harder, even the "make circle" strategy doesn't works (at start).
Indeed running in circles is a good strategy for this game! I like the visuals and the sounds. For some reasons I'm fascinated with the background of the game, the blue-red-yellow particules, it's nice.
Thanks ! :D
I liked the minimap. I found it hard to target enemies though, so I mainly just spun in a circle with space held down until everything died.
Congratulation you became a real space fighter !
(I use the same technique :D)
Increasingly difficult as the enemies are dispatched, due to the wide turning circle of the ship allowing the last one or two to always remain behind you. It is also a slight shame to not see your usual vibrant animation.
But what is this?! Planet Quidzy? Are we to understand that this is a spinoff of the Rhymezy-Gamezy universe?
indeed ! yet another entry in this ever so intricate and not at all improvised on whim extended universe XD
and rest asured, our usual animations are still here, bettered in fact by the addition of a new artist in our midst, we just went and made them tiny this time ^^
It's not usual to have a space shooter game here in Trijam :D Nice to see something new.
Some feedback: I think the minimap was actually not necesarry. And the steering was definitely too slow. Usually for Trijam is better to go with something really really simple, and you did, except that 1) menus are not necessary :D 2) AI things are better not to do. Anyway, nice work.
Thanks for your feedback :D
The minimap was really easy to implement, and I though it would be too difficult if you didn't knew where the enemys were. Same thing for the steering, making it faster would made the game too hard... I should have give more control, like air brake to slow down as someone else suggested.
For the menu, I like when the game feels more "complete" ^^ but yeah, definitly not the most important part.
And for AI, actually, the current code is really simple, I guess my mistake was to use a tool I'm not comfortable with...
Thanks for playing :) I hope you enjoyed it !