Play game
River Twin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music & Sound | #3 | 3.545 | 3.545 |
Theme & Focus | #5 | 3.364 | 3.364 |
Fun & Design | #7 | 3.091 | 3.091 |
Overall | #8 | 3.106 | 3.106 |
Technical | #9 | 2.909 | 2.909 |
X Factor | #9 | 2.636 | 2.636 |
Graphics & Animation | #10 | 3.091 | 3.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you credit all assets in-game (including your own) as required by the rules?
Yes
How did your team implement the focus (and optionally, the theme)?
The protagonists are a pair of space ships that can rotate around one another to change shooting direction and grab pickups.
Team Size
Solo (1)
Will you continue work on the game after the jam?
Undecided
Which diversifiers did you use, if any? (optional)
Infinity
Which parts of the game were NOT made by your team? (Including AI generated)
The Music and The font
Leave a comment
Log in with itch.io to leave a comment.
Comments
Great work! You've already commented about the lack of space so I wont belabor that point. But the game is really cute and has an awesome retro NES vibe.
Thanks!
Nice game! The main criticism I have is that the player's movement felt extremely floaty and was kind of frustrating even. I did really like the overall atmosphere, especially the music, and the procedural generation seemed to work really well. Overall, really good job!
Thanks!
Fun game that took me back to my childhood playing old school retro shooters. Main criticism is the lack of space that someone else already commented and you addressed. Very cool that you got in random level generation, great job!
Thanks! I'm glad you had fun.
Really enjoyed the mood and vibe from this one, the music was nice, the ship rotation was a cool idea. I did find some areas felt a bit hard in that there wasn’t a lot of space to address enemies in. But all the same a really fun game to play.
Great work.
Thanks!
I agree. I think if I had given more time to it, I would have balanced the area layouts better.
At the time, I was focused on the idea that there should be enough areas (there are 20) that the randomization wouldn't get stale but rushing on that meant that other aspects suffered. :P
Catchy tune, and the action kept flowing, which was really nice. I was a bit confused, as I assumed only the red ship could pickup red powerups, and the green green powerups. But both could pickup both.
well done for a solo developer, its hard to get it all done in such a short time
Thanks!