Was this made in 7 days?
I got stuck at the "your shots ricochet" section.
Like others have said, the cut scenes and voice acting really make this enjoyable. The models were nice too.
I think it would have benefited from some way to identify the ships farther away (even as a single pixel). Not sure if the music falls into "legal right to use" (from the jam faq), but it perfectly fit the game.
This was a very cute game. I assume it uses sprite-stacking? The graphics are really well done. It could use some power-ups and some environmental/terrain obstacles to avoid - probably things to make it feel like a junkyard. also would be nice to have a way to quickly boost away; then it wouldn't be quite as difficult, and there would be a new skill to master.
Really great job! The music and art is wonderful, and even though my patience is typically low for platformers, I (think) I made it all the way through (there was no winning notice). For a first time opening cinematic and soundtrack -- both were amazing.
The only thing I would add is some animation to the character: an idle/breathing movement, a squish-down movement when you hit the floor, and stretch-up movement when you jump would be perfect.
This jam doesn't specify it, but many jams allow you to make some base code beforehand and re-use basic utility code, i.e., a game engine. Just as long as you don't make the game itself before the jam starts. If I make a game it'll be with this framework: https://github.com/morph-games/owls16
This jam doesn't explicitly mention it, but most jams say you can use anything that you legally have the right to use -- which means no sounds directly from existing, copyrighted games. If you do make a "fan game" that uses graphics, sounds, or characters from an existing NES games, you're in a legal gray area. Likely it'll be fine, but you do open yourself to Nintendo and other copyright holders complaining via a DMCA request, and taking your game down.
Since the NES controller actually has the buttons in the order B, A...
...it's best if Z = B, and X = A.
This also matches what Pico-8 does, with X being the primary/Yes/confirmation button (similar to NES's "A"), and Z (labeled as "O") is the secondary/No button. In Pico-8, you can also use N and M for secondary and primary respectively. This would be useful if people also allow WASD keys for movement -- which is ideal from my perspective.
My preference is also to have the Tab key used for Select. But I do like Enter for Start.
Here's what I did recently: https://github.com/morph-games/owls16/blob/main/src/console.js#L26
The idea is that if you're constrained to an NES controller, then you can map a whole bunch of keys to the controller buttons, so that players can just pick and choose which they like.
Would anyone be interested in making a game using a prototype fantasy console that runs in the web? It has an API and concepts similar to Pico-8, but the games are written in JavaScript.
https://deathray.itch.io/owls16 -- I could adjust the resolution and palette to fit the NES, and help with any issues you might have.
Great feedback, thanks!
The curve of the shots is an oddity caused by the max velocity, but they probably should be allowed to go faster. A crosshair is a good idea, as is the idea of a cone-shaped weapon. I considered autoaim, but didn't know how to implement it without it looking weird.
The shield and power were added in the last days so they didn't get much love (due to lack of bytes mostly). As it is, the shield is meant to be a reactive block, used only in desperation. This is counterintuitive since shields in most scifi and video games don't work like that.
The card game was a blast! I enjoyed it a lot. The decisions were typically fairly simple, but it was still engaging. The dungeon exploration is sort of non-existent once you realize everything can be seen on the map (my own game had this problem too), but the movement felt good, and the gray dungeon looked fine.
Like others said, the story went by too quickly, but it seemed very appropriately creepy for the theme. I liked the design of everything, even if they didn't all fit together. The first encounter with something otherworldly in the basement was a thrill.
The rock-paper-scissors combat has potential, but not in it's current state which is just entirely random. Maybe if you only had a limited number of each action, and you could see some hints about what the enemy might do.