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A jam submission

Spaceship Crew Self-Defense Simulator DD16View game page

rooty tooty point and shooty
Submitted by chaikaDev (@type_knight) — 2 days, 23 hours before the deadline

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Spaceship Crew Self-Defense Simulator DD16's page

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Origonal gameplay! I love how you can shoot out windows to quickly clear a room. I feel the difficulty is a little too much, it took me many tries just to clear the first room. Also I would change either the fog of war or the field of view of the camera, because most of the deaths happen from enemie that you cannot see. I noticed that the most efficient strategy is to shoot far outside your field of view, be it windows or enemies.

That said, I would really be interested in what direction you're gonna take this game. It's a very solid system and It could work both as an action and a more tactical shooting experience. Great job!

Thank you for the reply! My plan is to add many sandbox elements so the player can tackle a level however he feels like it. I want to add many gadgets and computers that will let you interact with the ship, such as controlling the doors from a central point and monitoring the oxygen level of rooms.


Really enjoyable so far, looking forward to see what you do with it.

A few things though: Really annoying to have the ammo boxes taking up slots unnecessarily, they should just get added to your player's ammo total. If you want inventory management to be an aspect of the game, perhaps make them take up space in the inventory just keep it out of the hotbar. I love the suggestion someone said in the thread about enemies having an image displaying their last location, very cool. I wish there was a way to throw C4, as it stands there isn't an easy way to get an enemy to walk onto it. Does the grenade launcher actually explode? There is no indactor of this as far as I saw. Also the text saying "Retreating!" Was still visible and moving even though the associating enemy was no on screen, is this intended?


Thanks for the comment! Inventory changes are already done and work like you suggested. I'm not going to release another version until the next demo day though.
The grenades are supposed to have a short animation when exploding but I think they don't play properly. Thank you for pointing that out.
The text appearing outside of the FOV isn't intended indeed.


It's a cool system, although I may be a scrub, because I only played in God mode. 4 HP for enemies with machine guns was a little hard ;_;

I wonder if you could streamline the item stuff a little bit. Managing your weapons feels a little clunky right now. Shooting guns feels juicy though, I really like that.

The get-sucked-into-space-after-breaking-the window mechanic was easily the coolest part of the game. I hope you add more stuff like this.


Thanks for the feedback! I've already worked on some fixes based on previous comments and made changes to the inventory system. Only weapons appear on the bottom bar now and any additional copies go straight to the main inventory.

Submitted (1 edit) (+1)

The mouse stays locked even when I alt-tab away which is very annoying.

I don't see the point of having ammo boxes cluttering the quick bar, but that's just a minor issue.

It's hard to tell what's going on and it's easy to lose sight of the enemies but audio and some indicators would fix that.

I see a lot of potential in this, I love systems-heavy games and I like how the enemies are smart, I want to see more enviromental hazards like panels with life support systems  that can be turned on and off, light sources that can be shot down and stuff like that.


Thanks for the feedback!