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A jam submission

SymbiosisView game page

Side scrolling Shmup entry for Go Godot Jam
Submitted by ChrisBCK — 22 hours, 28 minutes before the deadline
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Symbiosis's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#972.7583.154
Gameplay#1062.8253.231
Theme#1332.4222.769
Overall#1332.5162.877
Sfx / Music#1362.0182.308
Design#1452.5562.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hi, the file for macOS is not working for me ( I tried open it and renaming the files as it is in this video: link 1:18:15, but it didnt worked for me :( )

I am writing this, just to let you know about it...

Developer

Thanks! Unfortunately, I am not able to readily test on macOS. I think ACB games was running it on a mac when he streamed it, not sure what he did but looked like he renamed it. It's  something I am aware of now, so will pay more attention to in the future though. 

Submitted

Yes, I understand. He was running it on mac for sure, and I tried his trick, but unfortunately, it didn't worked for me. But I am having lower version of macOS (Catalina), and it is possible, that this trick works only on newer version (Big Sur)...

Submitted

Nice idea having a movable orb-shield! However its growth should have been much more noticeable, I would not know if I didn't read the comments. Also why not have the orb move with the mouse?

Developer

The growth visibility is an issue, I have some ideas to experiment with. That's a good idea to use the mouse for the orb. I hadn't thought about that, I'll play with that idea too, thank you.

Submitted

Nice game with cool game mechanics. Love that you can move the shield, that was pretty sweet!

Developer(+1)

Thanks for checking it out!

Submitted

I realy like the light scheme. The shoots reflecting in the objects are amazing! The mechanics are fluid and the your graphics combine too much with shoot'n up gender. 

Congrats for a great work ;D. 

Developer

Thanks for the kind words! Glad you enjoyed it. I'll be checking yours out soon.

Submitted

Simple, but good looking 3D enemies. Great spin on classic spaceship shooters. It felt a little awkward colliding with the blue ord though.

Developer

Thanks for checking it out and giving feedback. I'll be sure to check out yours.

Submitted

Very interesting game and very interesting idea to control that blue orb to absobe bullets, I liked a lot. However the lack of any GUI that gives feedbacks to the player about, i.e, how long will it take to spawn the boss, how much is charged the blue orb, etc. made me feel lost (I thought that it was an infinite autoscroller when suddenly the boss appeared), so, according to me, it's a must to add.

I think also that the collision between the orb and the spaceship can be kinda too punitive and it's really frustrating when you get slowed down because of it.

I liked the particle effects and light effects, but I agree with those who say that the background make game assets hard to distinguish clearly.

To sum up, well done, it's a very nice game!

Developer (1 edit)

Thank you for the compliment and useful feedback.

Submitted

Interesting game idea! I like the concept of the orb absorbing enemy fire. Unfortunately I was playing this on a keyboard which made it difficult to control the orb effectively. I think if I had a controller it would have handled a lot better (this is not the game's fault, just unfortunate circumstance).

I do agree with vimino that the light gray background clashes a bit with the game assets, but other than that, I enjoyed the minimalist design of the ship and enemies! Nice work!

Developer (1 edit)

Thanks, valuable feedback! I need to play around more with the visuals. I have some ideas for improvements that I did not have time to implement, but this highlights the importance for it.

Submitted

An interesting game, I disliked the bright background though as it made it far harder to see the Enemy bullets.

PS: The console kept printing this:

ERROR: set_wait_time: Condition "p_time <= 0" is true.
   At: scene/main/timer.cpp:85.
Developer(+1)

I was fighting with the aesthetics vs practicalities for a bit. Clearly, it needs further work. I found that when i tested on my laptop screen the bullets were less visible than on the my dev PC. 

That error on the console slipped past me. Thanks for pointing that out and thanks for the feedback.

Submitted

I liked the orb mechanic. Somehow I found it easier to play in keyboard, go figure.

I could never reach critical state though, does the charge runs out if you fire? I absorbed lots of projectiles and still wasn't able to make the orb go red. Got stuck in first boss because of this.

Developer (1 edit)

Woh, you must be super dexterous haha! Glad that it worked for you though.

The charge does not deplete with fire but it takes quite a lot to charge. This was by design to make it more challenging. The orb does stop growing at a point so that it does not get too big. However this does highlight that i need some extra feedback to tell the player it is still charging. You should still see your fire rate increase but perhaps I should add something more obvious or reduce the amount of charge required. 

Thanks for this feedback, it is very useful.

Submitted

Interesting 'option' drone mechanic. Reminds me of G-Darius or R-Type, although this game emphasizes the absorption mechanic. Playing around with the orb parameters like size, shape, and hitbox could lead to interesting gameplay variations, maybe?

Developer (1 edit)

Yeah, R-Type is defo an influence, as is Wizball for the C64. I had several ideas and mechanisms for the orb that I was not able to incorporate yet. I am not finished with it yet, so will be experimenting with it more.

Submitted(+1)

Pretty good game, really recommend the controller though. :P

Developer

yeah definitely pretty difficult to control 2 entities with the keyboard! Thanks for playing.