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A jam submission

SpaceMaraudersView game page

Navigate the cosmos, shape destinies, and unravel the stars in SpaceMarauders
Submitted by NoahGWood — 21 minutes, 41 seconds before the deadline
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SpaceMarauders's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#6612.0852.385
Innovation#6781.8162.077
Audio#6791.6141.846
Game Design#7141.7492.000
Overall#7331.7492.000
Fun#7421.6141.846
Theme#7941.6141.846

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Dive deep into the cosmic realm with Space Marauders—a dynamic space exploration prototype crafted for the Brackeys Game Jam.

While the current demo showcases a slice of the envisioned universe, players can engage in thrilling space combat against AI-controlled ships and then board them to eliminate the crew.

Did you write all the code and made all the assets from scratch?
I wrote all the code except for the player character controller (unity standard assets), and all the assets are free unity assets from the store

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Comments

Submitted

good

Submitted

The controls seemed a little too sensitive, at least for me, started spining very easily. Other than that nice aproach!.

Submitted

Pretty fun...after a while (not too long). Very hard to understand at start, I just barely got a hang of controls and killed probably 2 turrets. Still very far from navigating comfortably in space, and it seems like (from screenshots) there's a separate FPS part around the corner somewhere. BUT at this point already, flying around feels pretty fun, and shooting lasers - satisfying. 

Submitted

Good job, man!=) Voted

Submitted

Bright game, but very fast mechanics and a little inconvenient control

(1 edit)

Cool graphics, uncomfortable controls, nothing is clear, but very interesting

Could you rate my game (https://itch.io/jam/brackeys-10/rate/2236838)?

Submitted

cool fun game! I think some goals or instructions would make it even better

Submitted

Cool functionality, but you need hints in the game.

Developer

For some reason it isn't showing on the page, but here are the game controls:

Space Flight:

  • W/S - Thrust (Forward/Backward)
  • A/D - Rotate ship
  • Mouse Position - Yaw/Pitch
  • Left Mouse - Ship cannon 1
  • Right Mouse - Ship cannon2
  • E - Interact with objects

Space-to-Ship Boarding:

  • Approach large enemy ships
  • Blast away any turrets that get in your way (left/right mouse)
  • Press E when nearby and aiming at ship to board the ship

Ship Play:

  • WASD - Movement
  • Spacebar - Jump
  • Left Mouse - Shoot
  • Right Mouse - Aim down sights
  • R - Reload
  • E - Interact

To leave the ship, return to the airlock you entered and press "E". This will take you back to your ship

Submitted(+1)

This game could use some more information. What are the controls, and what is the goal? I can move forward and backwards, I can turn (but not strafe?), and I can shoot. But other than that I have no idea what I'm doing lol and it's spinning quite a lot. I'm not sure if there is something I'm missing, or if the description is a teaser for the game's potential.

So, with that in mind, I like how the galaxy feels very tiny, it's quite amusing to me for some reason. Graphics are nice! There are a few glitches on distant objects sometimes, seems like clipping issues. I like the doppler effect with the ship music, but it may be a bit over the top? Unsure how it'll feel during longer playsessions when there's more content.

Combat feels bad because I don't know how to strafe, so I can't dodge something that I'm pointing at. If that gets added then blasting turrets on ships could be fun.

So, it definitely needs some work, but with a few small changes or additions it could be a bit more fun and engaging as a fast paced space shooter. Still, good job on making this!

Developer

I guess it's not showing that info on the page, I added a comment with all the controls if you want to try again. Distant (big) objects clip out, and I haven't figure out a good way to deal with that yet. 

I went with more classic aircraft controls (e.g. you go where you're pointing), so you kinda move where you're pointing and where momentum is taking you. I think the sensitivity might be higher on the WebGL build because on the desktop it's not really not bad (IMO)

Once you shoot a ship enough it should be disabled and you can approach it, wipe out any turrets, and then press E while facing it to board the ship.

Thanks for the review!

Submitted(+1)

Ah I missed the boarding mechanic completely, but sadly I'm getting like 3 frames per second,  while in space it is silky smooth. Probably a webGL thing. Being able to play it would make things a lot more interesting! It looked very nice, at least.

I don't think it's the sensitivity that is the problem (it feels fine to me and I have pretty high sens), but it might be the lack of angular drag that can slow down any spinning. Of course, this makes sense since we're in space, but for gameplay reasons it feels a bit out of control lol

Submitted(+1)

I couldn't really tell what was going on. The controls were rather confusing and also the camera was spinning around I think because my ship got hit. I think its a nice idea, but could be more user-friendly.

Developer

Yeah, I've had a few comments about that. The ship should right itself fairly quickly if you try turning with the spin, I need to figure out how to clamp the acceleration since everything in the universe is collideable.

Appreciate the review!

Submitted(+1)

very hard to tell what is going on when you first load up the game, there aren't any indicators on where enemies are, they attack very quickly and disappear. The ship rotation is also very sensitive and hard to keep control over.