The speeds were just to fast to play effectively - like the concept of using the shield though
Play game
pilot: pacifist's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
AUDIO | Did the game have great music or sound design | #63 | 3.000 | 3.000 |
IDEA | Was this game super interesting or innovative | #89 | 2.857 | 2.857 |
Overall | #90 | 2.814 | 2.814 |
VISUAL | Did the game have nice graphics or art direction | #91 | 2.929 | 2.929 |
FUN | Was the game satisfying to play or did it bring you joy | #98 | 2.714 | 2.714 |
MOOD | Did the game have atmosphere or make you feel something | #105 | 2.571 | 2.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long you've been working on the game
Took me about a week from start to finish.
Comments
Interesting concept. I have to agree that at first the controls were confusing. It would have been helpful if there was a small tutorial. I mostly found myself out of the screen racking up points instead of being inside having to avoid enemies. It would have been nice if the game was contained inside of that space because once you get out of the screen you can definitely get back, but it is harder to get a feel for where your momentum is at. When you do make it back and appear, you just become like a shooting star across the screen.
Always like to see new spins on traditional games, so neat to see an asteroids-like in this day. I really expected the screen boundaries to roll over the ship like in asteroids, although with the high speeds it would’ve been unwieldy. The focus on shielding over attacking was a really neat spin that you don’t see often. Nice job.
Tried to get this to run, but it fails in the browser.
I have a long-standing rule against downloading compiled projects from itch, so I will take the images words for it. The image with the little ship zooming in the stars looks cool, conveys an image of speed. The enemies in the next picture are clear and obviously a threat. I didn't get to move around but I'm picturing something like asteroids which would be neat. All in all, I can't give a proper rating, I'd like to be able to play in the browser securely.
I tried on Chrome, and had the same behavior. Here is the log:
It doesn't look like anything specific failed which is odd.
INFO: Initializing raylib 5.0 INFO: Platform backend: WEB (HTML5) INFO: Supported raylib modules: INFO: > rcore:..... loaded (mandatory) INFO: > rlgl:...... loaded (mandatory) INFO: > rshapes:... loaded (optional) INFO: > rtextures:. loaded (optional) INFO: > rtext:..... loaded (optional) INFO: > rmodels:... loaded (optional) INFO: > raudio:.... loaded (optional) INFO: DISPLAY: Device initialized successfully INFO: > Display size: 960 x 540 INFO: > Screen size: 960 x 540 INFO: > Render size: 960 x 540 INFO: > Viewport offsets: 0, 0 INFO: GL: Supported extensions count: 57 INFO: GL: OpenGL device information: INFO: > Vendor: WebKit INFO: > Renderer: WebKit WebGL INFO: > Version: OpenGL ES 2.0 (WebGL 1.0 (OpenGL ES 2.0 Chromium)) INFO: > GLSL: OpenGL ES GLSL ES 1.00 (WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium)) INFO: GL: VAO extension detected, VAO functions loaded successfully WARNING: GL: NPOT textures extension not found, limited NPOT support (no-mipmaps, no-repeat) INFO: GL: DXT compressed textures supported INFO: PLATFORM: WEB: Initialized successfully INFO: TEXTURE: [ID 2] Texture loaded successfully (1x1 | R8G8B8A8 | 1 mipmaps) INFO: TEXTURE: [ID 2] Default texture loaded successfully INFO: SHADER: [ID 3] Vertex shader compiled successfully INFO: SHADER: [ID 4] Fragment shader compiled successfully INFO: SHADER: [ID 5] Program shader loaded successfully INFO: SHADER: [ID 5] Default shader loaded successfully INFO: RLGL: Render batch vertex buffers loaded successfully in RAM (CPU) INFO: RLGL: Render batch vertex buffers loaded successfully in VRAM (GPU) INFO: RLGL: Default OpenGL state initialized successfully INFO: TEXTURE: [ID 11] Texture loaded successfully (128x128 | GRAY_ALPHA | 1 mipmaps) INFO: FONT: Default font loaded successfully (224 glyphs) INFO: AUDIO: Device initialized successfully INFO: > Backend: miniaudio / Web Audio INFO: > Format: 32-bit IEEE Floating Point -> 32-bit IEEE Floating Point INFO: > Channels: 2 -> 2 INFO: > Sample rate: 192000 -> 192000 INFO: > Periods size: 2048 INFO: TIMER: Target time per frame: 16.667 milliseconds INFO: FILEIO: [assets/music/space.wav] File loaded successfully INFO: WAVE: Data loaded successfully (48000 Hz, 16 bit, 2 channels) INFO: FILEIO: [assets/music/spaceloop.wav] File loaded successfully INFO: WAVE: Data loaded successfully (48000 Hz, 16 bit, 2 channels)
Fun concept! I had a hard time figuring out how to navigate. Always ended up quickly at the screen boundaries, unable to return to the playing field (other than bounce rapidly to the oppostive side ;) Appreciate the pacifist and retro pixel art theme.
It was cool. I think the instructions should stay until dismissed. I got my guy lost pretty quickly everytime I tried and couldnt find him. I think maybe a barrier or something that is near the camera could help.
Other than that, its pretty cool. The music was boss, neat mechanic with the shield. I dont see both movement and shielding in the same gameplay with ships very often in a single player game.
Fun asteroid inspired game, took a while to realize exactly what kind of movement the ship had but once you figure it out it can be pretty fun! I think having some limit to how much you can speed up would help with players going off the map and then not being able to return. Cause going off the map feels like it kinda breaks the game cause enemies also can't really navigate that well outside of it so you can just fly around just in the ends and the enemies will have a pretty hard time of shooting you down. Still, great job! :)
Thank you for the feedback! Ship controls and moving out of bounds definitely seems to be the biggest problem with the game. I probably should’ve gone more asteroids-like with how objects end up on the other side of the screen if they go out of bounds. Or maybe using a camera that follows the player.
Yeah the AI is…functional lol. I wanted to make it better, and tried messing around with different values for them. This is certainly the most math I have used for game dev, I probably need to actually sit down and learn trig for stuff like this. I hate trig though.
Cool concept! It took a while to get used to the controls. Always after some time I was finding myself outside the screen and unable to slow down, which is a bummer.
Good game, once you get how the controls actually works, ships getting out of the map hardly find their way back to the center though.
Leave a comment
Log in with itch.io to leave a comment.