Simple game, but great execution. I love the particle effects, sound effects, screen shakes and all that juice. I also like the upgrades we get, and the struggle to fight for more time is real. Good job.
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Chronoship's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #11 | 3.810 | 3.810 |
Theme | #23 | 3.810 | 3.810 |
Overall | #28 | 3.486 | 3.486 |
Audio | #29 | 3.476 | 3.476 |
Graphics | #59 | 3.429 | 3.429 |
Innovation | #76 | 2.905 | 2.905 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/arikwex/chronoship
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Comments
Very juicy and fun game, with nice sharp graphics and fitting sound effects. Cool idea to use time as your health and energy/ammo bar, haven’t seen it before. I’d just suggest to continuously fire when fire key is held down, otherwise it becomes a bit annoying to constantly tap space.
That's cool. I scores 125. Simple and nice implementation of the theme.
Super satisfying, fast paced gameplay! Also like the clean minimalistic art style. Great work!
Really enjoyable game. I really enjoyed how you used time as a mechanic in this game. When I remember back to the arcade shooters I played as a kid, one easy way to stay alive was just to dodge the dumb ships that only go in a straight line and save your bombs for the bosses. However in this game you are heavily incentivized to fight, which was not something I was used to.
The graphics are simple but work very well for the game. Each ship's design was distinct enough so that they were easily recognizable (so you know which ones you have to shoot to get the most time).
I just had two small gripes:
1. It seems as though your bullets either bounce off or phase through the vertices of the ships. Again this was different from what I was used to because in older games of this genre, even hitting a ship slightly was the same as hitting it dead center. This made the game a lot harder, but I understand if it's a deliberate design decision.
2. Having the health clock sit right underneath the ship made me think that your ship had a larger ship than it did. For instance I was trying to grab the +5 second clocks by touching it with my clock (instead of my ship) and was frustrated that it didn't work. Maybe putting the health clock at the top or in the corner would've been less confusing UI wise.
Overall a very well designed game!
(By the way, I looked through your code and I was surprised that you had a client-server architecture for a single player game. I didn't see any leaderboards when I was playing the game. Just curious as to why you chose this architecture. I think if I was making the same game I would've just done the frontend.)
Hey thanks for checking it out! I use the client-server as a cheapo project starter. Essentially a dev server that serves the assets the same way they'll be consumed by itch.io in the end. It's sort of quick and dirty but I use it for small projects like this :)
As for the your feedback:
1. TOTALLY agree that the physics/hitboxes are a bit iffy. I'm only using point-in-circle and circle-circle collision detections. If I approximate the size of the ships incorrectly, then the collision hitboxes will seem off (and they probably are off...) Good eyes haha.
2. I originally had the timer UI in the top left and found it hard to look at while tracking the player. It probably would work just fine, but I the time-on-player felt easier to "follow" since my eyes were on the player in general. Maybe a solve for this would be to put the clock icon ON the player??? Some experimentation to be had here for sure.
Solid game! I really like how you did all the graphics with canvas. Game felt really nice, with a well thought out design for how time works as a resource. Audio was very good too. Well done!
Also the code was very nice to read through haha
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