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Clone Ship's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #107 | 3.667 | 3.667 |
| Sound | #159 | 3.278 | 3.278 |
| Story | #268 | 2.678 | 2.678 |
| Fun | #288 | 3.233 | 3.233 |
| Mechanics | #291 | 3.122 | 3.122 |
| Aesthetics | #313 | 3.400 | 3.400 |
| Theme | #321 | 3.100 | 3.100 |
Ranked from 90 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
All CC0 assets - 3 music tracks, a skybox & 3 or 4 textures
Link to your source?
https://drive.google.com/drive/folders/1N7biI9TK-odajECjLk6dtJ-pbpt_0QXn?usp=sharing
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Comments
As a space fan I love this one! Great visuals and music. Ship might need to be slowed down a bit or the turn speed lowered as it felt a little hard to control, but overall its a great take on the idea!
A bit hard to control but visual, SFX and music is great!
Nice game, I thought it was very difficult at the start, until I had a small army helping me out!
Very cool! I got a little confused with he cloning at first, but than I got it!
Nicely done!
Thank you! There was so much I wish I could have done to explain the mechanic, but just didn't have time. Thanks again.
I like the graphics, the music and the effects! The cloning idea is great!!
It is a little too difficult to play, for me... I died rotating like a peg-top and respawned rotating like a peg-top, only to be killed seconds after.
I really liked the idea and the game. With some more time to test it and to adjust the control speed and the turrets damage, it will be a very good game.
And congratulations again for the good idea of the cloning mechanic!
Thanks so much :)
I couldn't get past the intro dialogue. Not sure if its because I have a wide screen monitor?
Art work looks good though!
You're absolutely right, I had the wrong canvas setting applied, and have now fixed it if you ever want to try it again.
Thanks!
I also agree that the turrets are quite the bullet sponges - that, and/or our shots miss a lot: The reticle doesn't look accurate at all. The fact that the clones seem to handle the turrets way better than I do also reinforces that point... (The clones are a neat idea, by the way!)
I didn't understand what does toggling turning does... Does it lets our ship "drift" (We fly towards one direction, while facing another)? If that is the case, I'd preferred to have the camera to turn with the ship as it happened - otherwise you won't see what are you pointing /shooting at, thus defeating the maneuver's whole point.
Anyways, congrats on your submission!
You're right, they had about twice the HP they should have - I found during development that once you get a few clones going, the game ended way too quickly, but I've now patched it so there are more turrets, with about half the HP. Not a perfect solution but I ran out of time before I was able to add more configurations of enemies.
Yes the player aim function was pretty bad but I had to rush to submit in time. Now that I've since slept, I was able to correct it :D If you play again, please let me know what you think. There's still a quirk with (I think) ParticleSystem stopping if you fly too close to a collider, but I've no idea how to fix that. Let me know if you do :P
The toggle, haha... I was heavily inspired by Freelancer, which (along with most of the genre) have a flight mode toggle so you can interact with UI without veering off course - but I scoped too big and ended up not having any UI interaction, so it's just a hold-over from earlier. Expanding it into a proper drift mechanic sounds cool, though!
Thanks for your feedback, I'll check your game out shortly :)
Sure, I'll check out the updated version!
Speaking of Freelancer, you can actually drift in that game - "Kill Engine" command (somewhat badly worded, I think?) lets you do that!
Oh! Either it's been too long or I just never knew that lol
Anyways; I've checked out your second version, and managed to beat the game this time. Nice job!
I'm using Unreal Engine, and I have no idea on Unity's workflow, so... sorry, I don't have an idea either...
Ohh haha, no worries, and thanks :)
Turrets weren't taking any damage, just shooting at nothing I guess? The flight feels good though, and the music and SFX were nice.
They do, but they were too tanky and I ran out of time to add visual/audio feedback for them taking damage - I've now retuned their health, though! Thank you :)