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Project Savior: Prologue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #20 | 3.636 | 3.636 |
Gameplay | #26 | 3.545 | 3.545 |
Overall | #28 | 3.636 | 3.636 |
Audio | #30 | 3.455 | 3.455 |
Graphics | #33 | 3.727 | 3.727 |
Theme interpretation | #58 | 3.273 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/johzu/Project-Savior--Prologue
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Comments
Very cool- loved the vector look/feel combined with the moody music. Also the switching to a ship was a neat game play element.
One question - on the boss, how do you hit the green/blue squares on the back side of the boss?
Thanks for playing!
You can actually fly over the boss and shoot from the other side - quite necessary for the no-hit run :)
got it- thanks!
Love the boss fight and the audio!
Thanks!
You guys from Hypersnow have made a great job! How to make a simple graphic be interesting? Ask to the guys from HyperSnow. I really liked it!!
It's just 1 guy, actually. I like to publish under Hypersnow when publishing games. Thanks!
This is a really nice game! Well done
Thanks for playing!
Oh man! I really liked this entry. it game me nostalgia over two old ZX Spectrum games at the same time!!! Penetrator and jetpac! Well done!
Thanks, glad to hear you had fun!
very cool and fast gameplay (and a good idea).
I just think from the gif animation, because i dont have windows machine.
Like it!
I'd make other builds, but I don't have Mac or Linux machines and HTML5 builds give an error...
If you have Godot, you can build it from source, though!
It doesn't realy matters if you have Mac or Linux to export the game to those platforms.
For example I use Manjaro Linux 64 and I exported my game for Win32, Win64, Linux32, Linux64, Mac and HTML5 I haven't tested it on any other platform apart from Linux64 and HTML5 but the testing of Godot's functionality is already tested.
Other from that, I have encountered a problem on the first boss. I killed everything but the game never allowed me to procceed.
Controls needs little bit more work. For example when you fire in the spaceship mode you cannot move up and down, another is that the spaceship does not face the dirrection of the movement, this last one seemed little bit wierd but helpful on the boss fight, so I do not know if it is a design decision or something else.
Another suggestion is to use in the display settings (in godot project properties) the stretch mode, put it on viewport and your game will get good scale on fulscreen. The way it is now, you can see all the level in fullscreen and etc.
Nice game overall a little rough around the edges but nice. It reminded me a little bit of Thexder, cause you can transform to a spaceship.
I'll see if I can export and test the other builds somehow.
Controls - You should be able to move in all directions when firing in ship mode. I also tested this on my laptop, so I believe the problem is keyboard ghosting. In a future update, I'm planning to add a toggle between firing in movement direction and also control changing to alleviate the problems. I'll take your word for the fullscreen tip too.
Thanks for the advice!
The game is nice. Simple and easy to learn.
With some balancing it could be even better.
Thanks! May I ask what balancing specifically?
very nice gameplay, clean graphics and good animations!
it would be nice if the ship could shoot in the direction it's traveling.
finally, I had to play your game from source code: you should export the game for more platforms (especially html5) since godot support that pretty well and people are quite lazy about scoring :-)
I'll definitely make it an option if I ever make a post-jam build!
I also did try HTML5 export, but I think it's pretty buggy at the moment - couldn't get it to even start without errors.