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FalconEx's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #23 | 3.500 | 3.500 |
Sounds and Music | #47 | 3.300 | 3.300 |
Theme | #53 | 3.900 | 3.900 |
Overall | #56 | 3.400 | 3.400 |
The Experience | #64 | 3.100 | 3.100 |
Visuals | #85 | 3.200 | 3.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Congrats for finished the game, well done.
The concept is interesting and the idea of space mail is creative.
I liked the art style, especially the UI.
I believe that using the WSAD directions is better than turning and going forward at high speed. The ship was very difficult to control.
Please, rate my game and leave some feedback too =]
https://itch.io/jam/blackthornprodgamejam2/rate/378954
It looks good and promisses to be great. But the ship controls are unplayable for me. Constantly overshooting my destination. There is no breaks and i would scrap the inertia while rotating for the love of playability. I like the idea of combination of shooting and delivering packages. Nice!
Thanks for playing! The ship will be a lot slower post-jam. I'm also working on a quest system and additional enemies and events.
Nice game. I tried it on Mac.
The concept is cool, graphics, music and SFX too, but... the core mechanic (flying the ship) was a bit broken. As it was said in the other comments, the ship speed and rotation are too fast, it's quite difficult to go where you want, especially when the target is moving as well. Also, can we slow down the ship by pressing the "S" key? It didn't work for me so I had to rotate the ship then move in the opposite direction.
My advice for your next game: focus on the core mechanic, what the player is gonna do 80% of the time. When that part of the game feels good, then you start adding more content. (oh, and I must remember to apply that to my own games too! :)
Thanks for playing! There's consensus about the ship being too fast.
Funny thing. In development, I thought it was just right. I spent a lot of time playing the game, so I must have gotten really good at flying the ship. Didn't realize other people would hate it.
Lesson Learned: Get some playtesters before release.
Another lesson: if I want a difficult mechanic in my game, I should introduce it gradually. I definitely should have started the players in a slower ship.
Thanks again!
Very cool game! I'm impressed with how much you got done during the jam. I like the atmosphere, the music is great
Thanks. I attribute the rapid development to the Godot game engine. It's really easy to get something up and working quickly. So that leaves lots of time for features or polish. Even then, there's still lots I wish I had done better. Why is there only one type of enemy? Why do some collectables follow you around without getting picked up? The audio levels need normalizing. And the big one: why is the ship so fast?
I like the art, the flying, the icons and the sounds. It was fun to spam space firing tons of bullets at the enemies.
Thanks for playing! In hindsight I think I should have started players with $1000 so they could get a free upgrade.
The game concept is really good. Sound and visuals are also good.
The only thing that needs improvement is the camera control, because the ship is really flickering around for me. Also the controls need a little tweaking. The turning speed should be slower and the engine force reduced.
And maybe consider moving the shooting to the mouse buttons and the engine activation to spacebar ;)
Awesome. Thanks for the feedback. I definitely get what you're saying about the ship flight dynamics. Thanks. The comments are helpful!