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SpaceMarauders's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #661 | 2.085 | 2.385 |
Innovation | #678 | 1.816 | 2.077 |
Audio | #679 | 1.614 | 1.846 |
Game Design | #714 | 1.749 | 2.000 |
Overall | #733 | 1.749 | 2.000 |
Fun | #742 | 1.614 | 1.846 |
Theme | #794 | 1.614 | 1.846 |
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
good
The controls seemed a little too sensitive, at least for me, started spining very easily. Other than that nice aproach!.
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.
Good job, man!=) Voted
Bright game, but very fast mechanics and a little inconvenient control
Cool graphics, uncomfortable controls, nothing is clear, but very interesting
Could you rate my game (https://itch.io/jam/brackeys-10/rate/2236838)?
cool fun game! I think some goals or instructions would make it even better
Cool functionality, but you need hints in the game.
For some reason it isn't showing on the page, but here are the game controls:
Space Flight:
Space-to-Ship Boarding:
Ship Play:
To leave the ship, return to the airlock you entered and press "E". This will take you back to your ship
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!
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!
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
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.
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!
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.