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The artwork for this game is seriously awesome. I have no idea how you managed to create everything in 10 days, you've clearly done this before ;D. Especially the player ship models were top notch! Also the backgrounds in the levels work really well, especially in the second stage where you descend in to the mountains, it created some real sense of height and worked perfectly. Also nice to include controller support, however I would've preferred to use joystick for the movement. The gameplay idea worked fine, it was just too slow and easy for me. Also the shooting SFX feel like they could be improved quite a lot. But I must say, it felt quite good to deflect dozens of bullets back at the final boss!

Thanks for your kind words, i'm really glad you like the artwork it means a lot to me ^^

Honestly it is still hard and i just barely made it, but since i have done a few jams now and i'm more experienced with blender and gimp i can work a bit faster on things now, though i feel i'm still slow compared to the amount of work people can acheive O_o, what also helped is the fact that not making a game with a character that walks cuts down a lot of time consuming animation stuff :p

Really happy that you like the ships ! 

For the player, i wanted to have a diverse enough selection available but not too much as i had to have 2 color schemes to distinguish Players 1 and 2, i had a bunch of mixed inspirations for making these ranging from other games like R-type or Wing Commander, to movie references, mostly star wars, as i always like making any of my sci fi stuff in that "used future" blocky retro look :D

For the backgrounds i wanted to have them be as dynamic as i possibly could, so i went all out on the parallax in hopes that it would look good enough XD 

the thing i had in mind to convey height and depth  was to acheive a similar effect there was in Phalanx on Snes where the first stage has you gradually go down a cloud layer to reveal a huge city at the lowest level all seemlessly.

On the controller support, i always intend to have it whenever possible if my game hasn't any mouse input, and Godot makes that really easy to implement fortunately, while i agree that analog control would be better to navigate more precisely, i didn't put it here cause i wasn't sure how this would translate for people who couldn't play on controller, so i went d pad to keep the same experience for both type of players.

I tend to make games a bit on the easy side but here i might have made it too easy i can't argue with that ^^'

Sfx were hit and miss and i didn't have much time to adjust them, some turned out ok some turned out really bad like the laser, which fun fact, at first had such a low volume compared to the rest that it wasn't audible at all, so i boosted it and the final result was... 

Expectations : Cool pewpew star wars ish laser sound, 

Reality : sounds like someone is blowing air into an empty bottle XD

And lastly the shield was the result of past jam experiments with deflecting bullets mechanics, and here i decided to put it to use as a main element, inspired by a similar mechanic in Gigawing :)