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A member registered Dec 12, 2015 · View creator page →

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Thanks for the comments ! You are right, the ship does not move diagonally, I will add that in the next version.

Enemies are spongy and there are only a few per wave, by design. But it is a recurring criticism so I will consider changing that in the next version. Or perhaps add another game mode that is more "bullet hell" with continuous fire and weak (but numerous) enemies.

Thanks !

Thanks ! You are right, there is some smoke when the gun overheats, but this could be improved.

Wow, I can't reach that number myself, congrats !

You might not be too successful the first time, so you have 3 chances to get your best score. Then, you pass the game to someone else and see if they can do better :)

Thanks !

Thank you for organizing this jam ! It was a fun challenge to fit the game in <1k. My best score is 26 ;)

Cool ! Thanks for the video and congrats on the speed run :) This motivates me to add more features and develop the game beyond this prototype once the 7DRL competition is over.

This is one of my favourite entries in this year competition. A very interesting game !

Great job ! It's a fun simulation game and I enjoyed reading your devlog, particularly the rationale behind the concept.

Thanks a lot for your feedback and showcasing the game on video ! It was fun to program, and I am really looking forward fleshing this out into a larger game later this year.

Thanks a lot for the kind comments and suggestions !

I think this game has potential to be expanded in many ways. Because I only had 4 days to work on it for this jam, the scope is very reduced at the moment. I originally wanted to have a much more detailed ship with realistic locations (control room, engine room, loading deck, infirmary, kitchen...). And of course, more items, weapons, enemies...

Regarding the stairs: They can only go up or down, not both ways. So when you go down from level 1 to 0, you end up in a place with no stairs (because you cannot go down anymore). So you have to walk to the location of the up-stairs. The opposite will happen on the highest level. This made sense to me when I coded it, but I see now that it can confuse players.