The idea of leveling up and gaining different weapons for different slots is so cool, the visuals could be better but this is hella fun, great job!
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Bad Mothershippers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #9 | 4.096 | 4.096 |
Creativity | #26 | 3.962 | 3.962 |
Approachability | #28 | 3.981 | 3.981 |
Overall | #29 | 3.865 | 3.865 |
Audio | #52 | 3.500 | 3.500 |
Visuals | #95 | 3.462 | 3.462 |
Theme | #141 | 2.769 | 2.769 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
It took me a while to figure it out, but I ended up liking it a lot! I missed collectibles that heal the player, to be able to get further. The game is very difficult, but very fun nonetheless!
The powerup system reminded me a lot of Vampire Survivor. Congratulations for having managed to combine everything into a nice, enjoyable game!
This game is awesome! I spent so long playing trying to get the various super weapons. I really love the idea of the modular space ship with the bunch of pieces, great work!
Great job. The game was super fun, and unique with its combat. Lightning rod is top tier.
Cool game! The sound design was solid, the main mechanic was quite interesting too!
Very much liked the game, the upgrades felt meaningfull and really did give choice for different ways to play the game, the indications for the birds when spawning on screen was lovely to see and very much liked the boss bullet hell shot patterns, Great job <3
Super cool game, you can play it for hours, very fun. Usually, in shmups, the player's hitbox is a little smaller, maybe it should decrease a little, I found it very difficult to dodge at times. It would also be nice to be able to regain life (if you already have it, sorry I didn't see it), I think that's it, great game, congratulations.
cool upgrade system! the difficulty seems just right. the player's hitbox is maybe too big, but it's not game-breaking.
Pretty fun take on a Vampire Survivors-like auto-attacking roguelike!
A few thoughts:
- Do appreciate the faster movement speed over VS, but would like if it was even faster (or at least upgradable).
- The player’s hitbox feels quite big, which when combined with the fast bullets from the boss, your slow move speed, and short i-frames makes it pretty hard to dodge.
- The constant XP loss really hurts if your DPS is too low, if the stage doesn’t spawn enough enemies, the intermissions with the blue items, the boss fights.
- Some way to recover health during the stage would be nice.
- The boss can kill you before it actually starts if you “wake it up” with a short range weapon like the lightning rod.
- The level 1 superweapon is fairly weak for the investment of a “nothing weapon” you have to initially give it, on top of banking on the weapon actually showing up at all after you get the blueprint.
Huge thanks for the detailed comments! This kind of feedback really helps our development a lot! :)
- for the movement speed, we do have some ideas for passive items that you could get to upgrade certain stats, like speed of the ship and damage of the weapons
- we've gotten many comments about the hitbox, and will definitely look into it, making it smaller so it fits the bullet hell genre a bit better
- the XP loss mechanic requires some balancing, and is as well on our list
- HP recovery has also come up in the comments rather frequently, and for that we have some ideas already, like maybe a shop that you could purchase HP from between stages, or a passive that would give you health regeneration upon killing X amount of enemies or over time
- the boss thing is true, there we don't have anything thought out yet, maybe if the initial enemy stage was longer, or the XP gain was higher, the player would have time to build up a larger weaponry and have room for long range weapons as well, or maybe there should be some i-frames before the boss stage actually begins
- the weapon balancing is also a work in progress, laser hose is rather weak compared to the missile barrage, and the chance of it actually showing up needs to be looked into as well
I really like the upgrade idea, though sometimes rng can be rough since some upgrades are more powerful than others. Otherwise, nice game!
Great game! I loved the visuals. The music was great. I thought it was really funny that you're just fighting a bunch of birds!
I also really liked the system of having different slots for your weapons.
However, I think more could've been done to make the top and bottom slots useful, since at the moment they're just objectively worse than the side slots.
Also, it'd be nice if the upgrades were guaranteed to be different, since on my first run I was forced to choose between Rotators in 3 different spots for my first weapon.
Thanks for the insightful feedback! Yeah, your point about the top and bottom slots is a good one, we'll have to think about that after coming back to the project after the jam. And the comment about upgrades being different is a valuable thing to consider as well, it would maybe be good if there was a always different weapons to choose for the first weapon.
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