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A jam submission

Dragons in SpaceView game page

Submitted by yammosk — 39 minutes, 11 seconds before the deadline
Rated by 15 people so far
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Dragons in Space's itch.io page

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How was the theme(s) implemented?
The last dragon was seen 60 years ago, but were did they go? SPACE!

Where did the assets come from?

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

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Comments

Submitted

the lighting was a bit weird, I didn't understand that, but the game still seems to play fine on web build. I died a lot :)

Submitted

Damn, the Boss dragon was unfair! Shame about the web version. What went wrong there, as the performance was really bad. Was it something with the light effects? I think you tried something ver ambitious there. The game itself seems fine. Smooth graphics and controls and enough sfx for a jam game. I think the different areas should be a bit more mixed, as the game seems to always start in an area oppositve of the element I choose. The random generation needs a bit of work or at least some treasure in the many empty dead end rooms. But then again, doing random generation for a jam game is a hard task to do.

Submitted (1 edit) (+1)

Nice little  game.

I didn't manage to beat it though, it seemed like I ended up in an infinite long never ending corridor never to find any kiosk for regeneration. I finally got trapped between two ice dragons and killed.

The dungeon is so large so this really need to be countered with a super snappy and fast movement to be reasonable playable. I think even instant move is better for this game, and some limitations of the area size of the dungeon (prod gen is cool and all but hard to get right), it can be so much more compact. Also the levels are to large, I kinda strayed out far away from the center of the level and still didn't reach the end.

I had some lag on the web version, so downloaded the build which worked a bit better.

Dungeon looks great and Combat works well.

thank you!

Submitted(+1)

This was fun, showing the path you took and the action log in the end game screen was a nice touch.

It did get a bit repetitive, but overall I think you did a great job.

Submitted(+1)

Very pretty looking game but I found the movement a bit slow, really noticed it during the back tracking! The elemental dragons were a nice touch but I wish you could carry multiple items so you could switch between swords when needed! (Accidentally overwrite my ice sword which I wish I kept for the level 2 stone dragons). 

Really good work :)  

Developer(+1)

Thanks for playing and the feedback. I was definitely worried about accidental item loss, so good note there. Next time I’ll have to make it so you can pickup w/e you drop or something.

Submitted(+1)

Victory!

Aside from performance issues on my old rig the game was very fun. The space station is well renderd both through the visuals and layout and movement feels good. Since you can press the W button in practice you can pretty much bump into enemies which I like, the game makes good use of the elementary things and it's well balanced. The raise in power is satisfying when finding the ring. 

I think there could be slightly more interconnections in the layout, when you move forward you eventually run into a dead end when you could also rejoin a place you've already visited, which would limit some of the big back and fourths.

Thanks for sharing!

Developer(+1)

Thanks for the feedback! I agree the dead ends are too much. I spent so much time on the balance (a weakness for me in the past) it is really nice to hear that aspect worked well.

Submitted(+1)

Until I found the boss dragon I just thought I was supposed to be following in my noble grandfather's footsteps and doing a genocide against the dragons that live in his high tech basement.

I had some lighting and rendering issues on the web build, but overall I love the look of this game! It would have been incredibly handy if you could hold a key to move. The map is impressively large, but repetitive to traverse especially when backtracking.

I liked the idea of the map displaying the dragon types. It meant I could move towards what I was strong against and then trade weapons and shields before going into the next area. But you should probably start with an earth or fire weapon since you have no choice but to start in the fire zone.

Great entry!

Developer

Thank you for playing and nice feedback, thank you. Yeah, in retrospect the map is a little too large it takes a minute to get the mechanics of the elements. I found some obvious performance issues so I appreciate you pushing through them. I was surprised you said you had to start in the Fire area. The first menu should let you choose from all three. Let me know if you never saw it, that might be a bug.

Submitted(+1)

It’s a good looking game with a nice UI but it felt like all the sound effects were lagging behind what I was doing. I couldn’t figure out what the laser blast sound was for. And I think there was walking and turning sounds but they kept happening several seconds after I walked and turned…

The mini-map was impressive! I liked the dungeon texture though some variety might make exploring a little more fun.

Developer

Thanks for playing and the comments. That sounds like the performance issues, sorry about that. If you haven’t tried the download version and were interested, that should be better.

Submitted(+1)

A lovely little experience that fits the theme really well. I did have some substantial performance issues so I downloaded the exe and I was still suffering from some pretty extreme lag.

I  hope you don't mind; but I was really surprised that I was having performance issues. When I took a frame capture the drawcalls jumped out at me, ~11,000 on one of the more demanding frames which is several orders of magnitude higher than it should be (I would expect 50-100 for this game). I'm guessing the levels are procgen? 

In which case the meshes and materials are not making use of instancing. Instead are treated as unique and given their own drawcall which explains the performance issues. I've run into this exact issue myself on a little project. I'm only on a 1660 so it was probably more apparent for me, anyone of a 20 series or above probably wont even notice.

Aside from that small hiccup,I had a good of fun. The movement controller is nice, the persepective is excellent and thematically you're on point. Thanks!

Developer(+1)

Thanks for taking a look and for the analysis. You are 100% right this version is drawing the whole level and that is a big issue. I have a version that fixes that with some culling and better reuses on the meshes. I didn’t really think of it until I posted the web version with about an hour left to go lol. Appreciate you powering through it though.

Submitted(+1)

The dragons are cute and the game does a good job telling you what an enemy's strengths and weaknesses are. I also noticed that the minimap floor changes colour based on the area's element. One issue I did face was that it was hard to find healing stations as they seem fairly sparse. I also really liked the pixel art aesthetic for the tiles.

I tried the web build initially and it had some lighting and performance issues as you mentioned. The desktop build worked well though!

Developer (1 edit)

Thank you for playing and the comment!

Submitted(+1)

First game I played and its a good one immediately. 

  • What's great:
    The game looks and sounds very good.
  • Very intuitive to play. No head scratches/weirdness
  • Cool pickup/equipment system that allows for various builds

What could be improved:

  • It gets repetitive, especially as its unclear what you are aiming for. Maybe a slightly smaller map would help? Or some more variety/lore.
Developer

Thank you for playing, those are great suggestions. I wanted to add lore, but probably all of those would make it better!