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Project Galactic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
SOUNDS / MUSIC | #199 | 2.558 | 3.000 |
ART / VISUALS | #238 | 2.665 | 3.125 |
BOSS DESIGN | #296 | 1.812 | 2.125 |
Overall | #301 | 1.830 | 2.146 |
FUN | #320 | 1.599 | 1.875 |
CONTROLS | #361 | 1.386 | 1.625 |
USE OF THEME | #364 | 0.959 | 1.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
Unfortunately we cut our sole mechanic that related to the theme
Did your team create the vast majority of art and music during the game jam?
We did
Did your game use PlusMusic?
No
Did your game use Playroom?
No
Did your game use generative AI art?
Never
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Comments
Hey there, I am trying to get other to re-submit their reviews for my game if possible...it was deleted and removed from the Jam on accident based on a technicality which was solved between the Jam Host and a particular asset used in the game...please if you have time, energy, and/or generosity to re-saved your ratings/reviews for the game. I am going through and re-saving yours given my browser kept your rating saved data on my end...but it looks like I lost all 73 reviews and ratings from my end.... :( best of luck to you in the Jam
Interesting attempt. I like the style and menu and graphics. Controls a little confusing and doesn't seem like shooting the boss does anything. Good job though 3/5
My initial was fair from what I gauge upon 2nd review! Best of luck
Sorry for the inconvenience if you had a chance to rate/re-rate
Good game! The presentation & graphics are well done. The approach to the controls is novel, but I don't think they work well. It was difficult to control because it is the inversion of the standard scheme. I also suggest adding a boss health bar or some visual indication of damage.
The controls are really weird and floaty, I'm not sure why the arrow keys weren't used.
The game is a cool space shooter, I think you should add a health bar to the enemy ship though because I had no idea how I won that game, I didn't think the enemy would even die. Maybe add a little damage indicator too to let the player know that you hit the enemy ship.
A promising start but lots of things to improve.
I did not enjoy the controls, with the turn left control that worked improperly (seemed to be a pivot point issue), but mostly having to keep the mouse button down to shoot all the time can get tiring : unless you add some bosses where it can be advantageous not to fire during some phases, you might as well make shooting automatic.
Moving the ship with the mouse was kind of tedious as it is slow, and the boss is faster. However, that's a matter of taste, if you want to make a game where you have to be careful and anticipate a lot, go for it.
The hitbox on the boss seemed really small, was it only the middle red dot? Some feedback when you damage the boss would be nice, ideally a flicker/white flash/explosion fx etc. Thankfully there was a health bar at the top, because of this small hitbox and the speed /scarcity of player bullets made it hard to keep hoping the boss would die.
Oh, and you might want to restrict player movement to the screen and not allow it to go out of bounds.
On the good side, the music was great, and the background with the stars was a nice touch.
Finally, I'm curious about the lore you cooked up for this.... how does the angel metatron relate to some flowers? Hoping to see more of this later on!
I think that although the game needs some more work, there are really cool things about it. I love that it comes from a brand new development club, and I would strongly encourage you to keep going!
Interesting attempt. I like the style and menu and graphics. Controls a little confusing and doesn't seem like shooting the boss does anything. Good job though 3/5