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SpaceShoota's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #225 | 2.722 | 2.722 |
Music/Sound | #235 | 2.500 | 2.500 |
Fun/Design | #273 | 2.611 | 2.611 |
Overall | #275 | 2.533 | 2.533 |
Graphics/Animation | #297 | 2.444 | 2.444 |
Theme/Limitation | #337 | 2.389 | 2.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
Collect PowerUps and health, starts playing in one direction, then player flips to return to the start
What was your team size?
You worked alone
Which of the following content in your game is NOT 100% newly made for the jam?
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
If your game includes any of the optional challenges, select them below:
Use a theme and/or limitation from one of the past 8 Bits to Infinity jams in addition to the main theme
The game is as long as a single backing music track
If you did any of the optional challenges, explain how they were used:
Theme Party - Arcade Controls
In a Song... at a push... it is beatable within the first loop of the song
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Comments
Great game!
I like shmups, so it was no wonder I like this! I also liked your twist of having it be reversed after the first trip! I just wish that you could've had more time to polish this (as you said, you thought it was a 9 day jam) Other than that, it's fun, albeit short. If you have the time, I'd appreciate it if you also looked at my game (which is also a shmup!)
actually already rated that one.
Thanks for playing and giving feedback
Hi I reviewed you video here:
thanks for taking your time playing and giving feedback. Watching someone play is certainly a very good way of getting feedback for even subtle things that are not remembered for written reviews.
no worries
Classic game, with a twist (go back again). Nice.
I really the variety of weapons types and ships. The final boss was really cool and how it has two phases! I also see that we used the same art kit, but in completely different way.
I'd appreciate if you checked out my game if you had to time :)
Thanks for playing and giving feedback.
Short, sweet, functional.
I'm sure you're aware of the criticisms.
-Not enough content
-Ship is too big so despite your best efforts, you're gonna get hit sometimes.
-The different shot types seem very different, so they're not really newer versions of your weapon, but completely new ones. Which feels random.
-Not enough juice and player feedback.
-Strafing is a bit slow.
But you made a game.
Noone can say that you didn't create a space shooting game that can be played from beginning to end with no bugs.(That I saw) Thats commendable.
With more time I'm sure you could have made this game more fun than it is now :)
thanks for playing and giving feedback.
Oh there are bugs... I just tried to sweep them under the rug...
Lack of content... I think my game win screen covers that...
Ship size... I did consider widening the screen resolution which would have offset that... But didn't because time needed to fiddle with the UI again...
Shot types. I as you can guess wanted various weapon types and for each to feel unique. But I understand that system works better if it is say in a level select / character customisation screen ( hmmm might do that if I revisit this...)
I did make sure to have some juice (smoke on hit and explosion on kill) but I do admit there could be more (many suggestions given so far)
Really cool game to play. Here I'll leave a feedback on some on implementation.
I played the game 2-3 time and noticed everything was pre-placed even the upgrade items, for the Jam I think is ok, but still think adding a little more random would make it more fun to play, also I feel items should be dropped by the enemy ship.
The wave form bullet was not been destroyed on hit, so I thought I was not doing damage to boss at the end, There was no way of me knowing if I was hitting since there was no hit sound effect either.
Overall very good game! Congrats on your entry!
Thanks for the feedback. Originally the powerups were going to be randomised but when I was testing the boss implementation I had the torpedo powerup and it was not as fun as the others... so I just made them fixed.
I will admit the wave bullet probably should have been a earlier drop as it is best in some of the mass enemy waves with maybe the spread shot being dropped just prior to the boss. but yeah the only current way to see that you hit the enemy is a puff of smoke oddly centred on the enemy and not where you hit them (which on the smaller enemies was fine... but not the boss)
Really enjoyed playing, like the sound effects and retro theme. Some damage information in a flash or bar may be a nice addition. Good fun simple but effective shooting.
If you were able to view and provide me feedback for my game that would be appreciated too.
Thanks for the feedback, will have a look at yours soon.
Yea I like shooter games! I had to try it out for myself. Recommendations if you can add a color change when you hit the enemy or a sound effect. Good game. I enjoy these type of games. I can always help in Unity3d if you decide to use the game engine. I have done too many shooter games
Thanks for the feedback
yeah one of the main feedbacks so far is that my smoke particles are not great feedback for hitting an enemy... I am considering in a "redux" version (i had fun making this... I might revisit it) is have the sprite flash white.
Also maybe having a "damaged" sprite for various stages of damage
and please if you have time can you play my game?
i really like the game the only thing that i will change is the aircrafts you could have like more pixalated ones but apart from that i like it
most of the space craft came from a art pack (as credited) but thanks for the feedback.
I enjoyed the game. Only real complaint was it took me to long to see the particles for hitting the boss, so I thought I wasnt doing damage because my lazers went thru him. Besides that greta job!
Thanks for the feedback, and I am glad you enjoyed it.
yeah that shot type is probably not the best for the final boss... I should of left a spread shot just before... Partially because it's piercing effect isn't too helpful against the boss (best earlier when there are enemies that track you and line up for it...) And because of its type it doesn't disappear on hit (so it could hit more enemies)
Probably should have done a flash on hit for it too... But the boss was very much rushed 😛
It came out great though great job!