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TheLastStandWeb's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #565 | 2.268 | 3.000 |
Music | #645 | 1.890 | 2.500 |
Theme | #731 | 2.268 | 3.000 |
Aesthetics | #734 | 2.268 | 3.000 |
Mechanics | #763 | 1.890 | 2.500 |
Story | #782 | 1.512 | 2.000 |
Fun | #783 | 1.890 | 2.500 |
Overall | #804 | 1.890 | 2.500 |
Ranked from 4 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 in total?
1
Did you use any existing assets? If so, list them below.
Mostly from Kenney.nl, some from pixabay and audio-dl.com
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Comments
Nice work! The game looked very nice and I would have enjoyed a few more levels. I agree with another commenter that the movement felt a little slow and it would be worth trying out different speeds to find a sweet spot. Maybe this was intentional but I noticed that when the enemies die, their projectiles are destroyed as well which decreased the difficulty a bit for me. Great job!
Congrats on your submission! I have two critiques. One is that the bullets weren't capped on my side, so I was able to spam spacebar like crazy to get a ton of bullets on the screen. I'd recommend using a boolean variable "can_shoot" or something with a timer node to limit the player's shooting ability. Connect to the timer's timeout function and set can_shoot to true. In the shoot function, if can_shoot is false, return otherwise set can_shoot to false and start the shot_timer. The other is, the Ship's movement felt a little slow, so even though there wasn't a lot of enemies, I felt like I might die a few times because I didn't think I was going to be able to move out of the way in time.