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A jam submission

SALVOView game page

Tactical Ordnance Command
Submitted by Jas X (@JasX_RGP) — 2 days, 22 hours before the deadline
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SALVO's itch.io page

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Comments

(+1)

Played the story mode and a skirmish.

UI and graphics are well done.

Being able to customize the ship is always cool,

The story seemed to be fine as a way to introduce the mechanics to the player but it was a bit dry to be honest. Too much moving from point A to point B, especially the second part. But since the movement system is atypical that might be for the best to make sure the player has time to figures out how it works.  Seemed like the choices given in the story mode iddnt change anything? Not a big fan of fake choices in stories tbh, but that is a personal preference and suspect games tend to do better by having fake choices vs if they didnt have them.

Skirmish was a lot more fun than story. The games combat is neat. There where a few times where I forgot to switch modes when trying to move and fired instead, but I think that is just me being a bit dim tbh. The ability to decide exactly where to fire the missiles while trying to maneuver to be behind the enemy so their turrets wont take out the missiles is very fun. 

Zooming in on the missile silos as they fire for firing the swarm of them is some high quality juice.

Thanks for the fun demo and good luck on the game!

Developer

Thank you for playing, I am happy you enjoyed the game. I understand not everyone will be interested in the story, it is supposed to be straightforward enough so it at least gives you context of what is happening. I am working on a more player friendly objectives HUD so you could just skip everything and still know what to do. The later story missions will definitely be more fun once the tutorials get out of the way, so stay tuned!

Submitted(+1)

lookin pretty good, some solid ui work in there

on the ammo  screen it takes a bit long to go from 1 to 120 when changing ammo  amount

these UI elements seem to be overlapping (see pic below)

also i cant seem to be able to unequip any of the turrets in slot 1/2/3/4/6, whenever i click them it just show their stats and it doesnt take me to the equip/unequip screen. when i click on slot 5 it takes me straight to that screen and it lets me equip/unequip as normal




the text on the bottom left is a bit hard to read (see pic below)

it would be nice if that power bar also had numbers along with it so you dont have to go back to the previous menu to see precisely how much power you have left


when  you equip a turret there is no confirmation sound or anything that indicates that it was successfully equipped, i thought it wasnt working until i went back to the previous menu

the damage of all turrets seem to be the same, i don't know if thats really the case or if its bugged

ammo/turret upgrades dont seem like they do anything, idk if its a bug or if its just unimplemented (see pic below)


lt yang seems to say "Understoond" on the line after the "engage the weapons platform" option

game just randomly reduced its resolution real hard in the second mission, it kept going back and forth between that and the regular resolution. restarting the game did not fix it, because of that i didnt play the second mission cause i couldnt see shit


Developer (2 edits) (+1)

Thank you for the detailed feedback on issues in the hangar, I am working on them now. There seems to be something wrong the items. Can you give me any info on how you ran the game? Maybe file access is restricted on your system somehow and the game is not able to load the resources for items.  In mission 2, the pixellation visual effect is intended. The player is expected to proceed to the first objective to repair the sensors and remove the effect.

Submitted

i ran the game by just opening the exe, all i changed was the graphics settings to simple, im on windows 10

Submitted(+1)

Just played through the story mode, was quite fun and most of the issues I noticed have already been commented on. One minor thing I'd like to add is that it's a little hard to tell where a turret is on the ship when you're in the zoomed in turret selection screen, maybe an small picture of the ship with a dot for the turret could help with that.

Developer

Thanks for the feedback. I intended the turrets overview to be used for identifying turret slots, but I agree it can be helpful to know from the selection screen as well.

Submitted(+1)

There's an issue when I run under WINE on Linux that the UI becomes unresponsive if you switch window focus to something else. Don't know what causes it or if it affects other people, but I remember I had the same problem with Oxygen Not Included (when running via WINE and not natively)

Developer

Thanks for playing. I don't have access to Linux at the moment so unfortunately I'm not able to test it. This is probably a Unity platform specific bug. I hope to release a Linux standalone version in the future so this will not be a problem.

Submitted

By the way I figured out the workaround for the unity games that have this problem, you can set WINE to emulate a virtual desktop, which fixes some focus issues or something. I can pretend I'm playing windowed if I set the game to fullscreen since then it just takes up the window for the virtual desktop.

Found this out while trying to pirate rimworld, then I pulled an all-nighter+ and forgot about my stream slot

Developer

Nice

(+1)

Pretty fun! It also feels polished.

Do you think it could be possible to merge cruise mode and shooting mode? Like maybe you left click to move and right click to attack. It feels like it would be simpler, but maybe you're planning to add more stuff to both modes.

Also, does targeting do anything?

Developer

Thank you for your feedback. I have received similar suggestions about the movement and shooting mechanics before, it is something I would like to improve in the future. You will find these controls are more suited for touchscreen for now.

Targetting is just a simple lock on functionality, it allows you to position yourself relative to the enemy more easily.

Submitted(+1)

Really cool game, there is a lot i liked about this and actually something i'd consider purchasing.

A couple of things though.

The camera feels janky rather than smooth on scroll up and scroll down. It would be nice if you would tween the transitions a bit. Especially between cutscenes. In addition when the cutscenes ended there were times where the camera was really scrolled in when gameplay resumed and it kinda felt a bit uncoordinated. If you could remember the camera zoom settings when a before a cutscene starts and transition back to it when it ends that would be great.

Otherwise i kinda forgot the objective during the 2nd mission. Never played this type of game before so it is a bit overwelming. If there could be a current objective on the UI I think that would really help guide the story experience. 

Developer

Hey, thanks for the feedback.

The cutscene stuff is a recent addition so there could definitely be improvements. When you mention the camera zoom controls, do you mean the angle change from top down to close up? I can adjust that to make it smoother. Great suggestion with making the current objective more visible, I will work on that.

I'm glad you enjoyed the game and taking the time to leave a comment!