Nice sound and art, but a bit slow because of the story, even though I like it. Kinda forgot the special attack (didn't know it existed before a second try in the arcade mode). Nice boss!
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Starship GAMMA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #20 | 4.086 | 4.086 |
EASY TO GET INTO | #34 | 4.286 | 4.286 |
OVERALL | #42 | 3.886 | 3.886 |
CREATIVE | #52 | 3.857 | 3.857 |
VISUALS | #56 | 4.057 | 4.057 |
AUDIO | #63 | 3.629 | 3.629 |
FUN | #86 | 3.514 | 3.514 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Every 10 seconds the player is automatically changed between Firing bullets and Absorbing bullets. Having to adapt to this gameplay change.
Firing bullets and taking hits uses the energy reserves of the ship and the player can collect energy by absorbing enemy bullets and by collecting debris from the destroyed enemy ships.
In the Story, the player ship has a technology called P.A.S (Power Absorber Shield), but it can only stay active for 10 seconds before enter in cool down mode which also lasts for 10 seconds, but enables the ship to fire bullets using their energy.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
I made all the sprites, the music and some sfx.
But I also used a SFX library pack that I bought from Epick Stock Media a few years ago. "Advanced Game Sounds" "Advanced UI" "Retro Game 16bit" and "Sci-fi Evolution" are the packs that I used.
I don't know if they remain with the same names at Epick Stock Media.
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/Tesophus
https://tesophus.itch.io/
Comments
Everything is very very tidy and feels polished :) I really liked the story mode with the crew members chatting, it really involves the player. Also quite impressed by the tutorial to introduce the mechanic and the slow ramp up of difficulty, very cool for a jam game ! My only doubt is that the player doesn't really feel threatened when in shield mode, this should be a risk reward mechanic.
Interesting concept with a lot of polish on the player and UI. More difficulty scaling in arcade mode (on bullet speed and enemy count) and enemy variety would be appreciated, because even after what felt like relatively long time (~2500 points), the only change I felt were the enemies with the spinning turrets occasionally spawning. It would also be nice if the player’s idle animation did not bob up and down - I imagine it would make dodging dicier if the patterns were more dense.
I like that this really feels like a complete game, rather than a jam. It's impressive to see this from a 1 person team.
My only concern was the pacing of the game. The campaign felt like it progressed a bit too slow, and the Arcade feels like difficulty doesn't increase long enough. After the first both in Arcade, I stopped because it felt like it took forever.
On the good side, the campaign is very well done, the story makes sense, and they justify the core mechanic. They also give mini-goals which gives more purpose to the game!
The mechanic is actually nicer than I initially thought, because it allows for a break in the Bullet Hell gameplay, but also reverses it completely, trying to get as many as possible.
I liked you could add a bit of dynamism to the music and also the background, which added more diversity to the game.
Well done!
Thanks! You gave me a Great feedback.
I was really trying to achieve that "Complete Game" feel... It was my main objective with this project... I usually get lost at the prototypes and really need to improve my "Completion rate".
Initially I wasn't so sure about the 10 seconds mechanic either... But the prototyping stage made me realize it's potential... It was an interesting experience.
I made the concepts for some planets to the background and were planning to make a 2 stage map... entering a planet to battle the boss.... Like those star trek episodes where something weird happens and they are forced to get into an tense and unpredictable situation. But 1 week really goes by flying.
I really liked how your game showed me the possibilities of progressing the gameplay and story just by challenges, without even needing text to tell a possibly interesting story. That was an nice knowledge for the future. Thanks ^^
This was fun!! I liked all the polish and collecting ship parts after hitting them was satisfying :D -the constant screen shake rumble started to bother me after a bit but overall still had a good time playing it. The story in the game play was great too -very nice work! :D
Wow that's quite impressive for a solo entry :o
I really dig the little campain you made and how you incorporated the theme into both the story and gameplay mechanics ! I also like the overall presentation, while the sprites are very tiny they work really well and have neat little details, plus all of the UI stuff is super clean.
I find it super clever that you made the 10 sec rule alternate between defensive and offensive capabilities of the ship, and you set it up really well with the crew dialogue explaining it all throughout.
Had an awesome time going through campain mode and its startrek vibe, and i didn't really had any issues with your entry.
This was full of neat little surprises and for that, i'm setting rating on five stars and engaging warp drive :p
Congrats and well done !
This is a really awesome game you made, congrats :D Everything is polished and the art style looks fantastic with a really nice soundtrack on top.
Thanks! The leaderboard was on my plan, but I had no idea how to implement an online leaderboard and since the difficulty was becoming too easy, single player leaderboard didn't felt important enough to get some priority attention... So... Unfortunately I had to sacrifice the leaderboards :/
At least it is a nice lesson... You have to learn how to make an online leaderboard if you want to make an arcade game kkk
This felt so nostalgic! I thought the sound effects were a good fit. Lots of small things like the way debris was picked up and the way the shield bounced contributed to the polish.
In response to comments below, I think you could perhaps pause the enemy waves in-between dialogue (with the ability to speed it up)? Although, to be honest, I quite enjoyed the atmospheric pacing.
I'm glad you liked it. ^^
I was surprised by how much the sounds improved the experience... Until the last day, I was ready to submit the game without the SFX, only with the music... But somehow I got inspired and was able to add a lot of sounds...
Hmm... I believed that some people would enjoy this pacing... My friends who aren't used to play bullet hells enjoyed it as well...
I think it's impossible to make a pacing that everyone likes, but your idea made me realize that there are some things I wasn't considering... Really Thanks...
Giving the player some agency to choose accelerate the process could be a great way to tone down the sensation of a slow pacing, even if the pacing still continues a bit slow.
Awesome game, it's nice to see fellow Brazilians dedicating into game dev!
I really like the way the shooting feels, the hit feedback is really juicy and the enemy death animation is nice. Just felt like some waves had big gaps between them, had to wait a few seconds for the next one to spawn.
Yeah... I've been working for a few years now... but always isolated... This was my first Game Jam... I'm really happy with the results ^^
I usually just prototype the games and they kind of die from lack of motivation... My objective for this game was simply finish something with the most polishing I could... It makes me happy that people are appreciating the work I've done to polish this game.
About the waves... Unfortunately I was struggling to find the balance between story and gameplay... Without some play testing this looks like an impossible task... My first iteration everything was about 3x faster and there was no gap in anything... And it felt perfect for me... But when I tested with a friend... It was a horrible experience... The guy wasn't able to read any of the texts, and he just kept dying almost instantly...
This made me choose slow pacing instead of people don't being able to read the story... Maybe that wasn't the best choice for a bullet hell game jam... But well... Sometimes sacrifices have to be made.
it was fun game but i think the audio didnt fit the best for the game
all of the other stuff were great
Played some of the arcade mode. The alternating shoot/absorb mode was a neat concept.
I really liked the narrative approach you took and the game is really polished—I particularly liked the effects on the starfield in the background. Lots of content, though as others mentioned things could have been sped up a bit, but it's a great game!
THIS GAME IS SUPERB... music is soo catchy.. & game play is fluid
Absolute 10/10. Easy to get into, but still very engaging. Pacing is a tad slow, but I’m sure that’s a quick fix. -kale
Thanks for the feedback!
I highly appreciate this characteristic of being easy to get into and that's usually make my games a little too easy, or in this case, a little slow... And combined with the narrative approach, it didn't felt right to make the game hard.
I'm not used to have other people testing my games, I'm working on this anti-social behavior... But I do believe there is improvement that can be made on the pacing of this game. if there was a little more time, it probably would had some voice over the dialogs... So the gameplay could be a little faster during the campaign...
The game looks and feels really good—picking up the debris of the enemy ships is especially satisfying. But as far as I played it never felt like the difficulty really got off the ground.
I'm glad you liked the polishing... This was my objective for this Jam, since I usually get stuck in the prototyping stage. Picking up those debris is really satisfying, I love that as well...
Initially the game was a lot harder, but the narrative approach made it felt out of place, so I had to tone it down...
I was planning to make the Arcade the hard mode, but somehow I lost sight of things and made it easy too. I wasn't sure how easy it was, because I usually can beat my games in the hardest difficulty with perfection while other people suffer... But as I can see, everyone is stating that it became too easy... That is something to keep in mind for the next time... Thanks for the feedback. ^^
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