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Criteria | Rank | Score* | Raw Score |
Best Overall | #1 | 4.500 | 4.500 |
Most Fun | #1 | 4.250 | 4.250 |
Most Innovative | #2 | 4.250 | 4.250 |
Best Audio | #2 | 3.000 | 3.000 |
Best Graphics | #2 | 3.250 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
Bra introscreen. Snygg, och man får all info man behöver
Roliga ljudeffekter! :D
Undrar om space bar är den bästa restart knappen, man trycker den i misstag också ganska lätt.
Tekniskt mycke imponerade spel!
Nice touch med bokstäverna åt hållen man skuter.
It was fun, but an OP tactic was to camp the missile site.
How to do I start the game? I had to press enter, where does it tell me how to start?
Interesting game premise. It took me a moment to understand how to reload by the docks but once I figured it out it made sense. The large weapon images don’t fit the theme compared to the rest of the graphics. Maybe instead of white bubbles with the images, they could be replaced with factories or similar docks that have symbols or graphics that would help to teach the player what type of ammo they gain from that area.
I like how the sides of the ship were labeled with the keys, which made it easier to remember which side to shoot from. I played it alone unfortunately but I could see the fun in this if there was a second player.
The audio loop got a little repetitive. The sounds were funny but maybe would need to be replaced with actual ones if this game were to be taken into the next phase of development.
This has a good foundation to build upon. Keep going.
Great movement mechanic, not seen in too many multiplayer fighting games. Visuals are consistent and fitting to theme. Blinking docks are a good idea to make sure players know you can interact with them.
Small things to fix given more time:
Space to end game is a bit hazardous as you easily press it specially playing on same keyboard. Confusing in beginning if accidentally pressed as it didn't communicate what happened and player might think some end goal was met. Ammo indicators could maybe show max ammo count per type, as you can't gain more. Shooting "ammo dispensers" has sound effect and screen shake but no clear effect to gameplay? How long does slow last, no indicator.
The team consists of:
Alexander Tallgren, Jonathan Svanberg, Viktor Ijäs and Jakob Bonns
All graphics are made by this team (yes/no)
yes
All sounds/music is made by this team (yes/no)
yes
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