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Hauler (original submission)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Interpretation of the Secondary Theme | #31 | 4.322 | 4.556 |
Overall | #103 | 3.647 | 3.844 |
Gameboy Soul | #106 | 3.900 | 4.111 |
Soundtrack/SFX | #128 | 3.373 | 3.556 |
Graphics | #143 | 3.584 | 3.778 |
Gameplay | #167 | 3.057 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
Space shooter
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Comments
Interesting take on the them and you definitely nailed the gameboy feel! The only trouble I had was with the drifting (very realistic at least) I was having to constantly adjust myself so that I could get facing the correct direction and shoot the targets. That said, I think the game has a lot of potential and there is something just inherently fun about flying around the level blasting things and collecting the scrap. Nice job overall.
Movement is definitely more slippery than intended. I didn't playtest the WebGL version much and it plays different than the Unity player, but my fault for not testing properly and running out of time.
Liked the sound, music and graphics, has a gameboy feel as well. The movement was a bit difficult to get a hang of even on the updated version. Though not sure how it could be improved as it seems you are trying to simulate some drift as well. Overall I enjoyed it.
The ship should be decelerating more quickly. It happens sometimes going from Unity to the WebGL build, the framerate or physics sort of change from what you're seeing in Unity. Another game I uploaded had a similar issue, but I need to be better about testing it on Itch first. I agree in the web version the movement has way too much momentum, makes aiming difficult. Maybe if I went with an auto aim instead it wouldn't matter, but thought that would make it too easy.
Yeah, don't need to make it auto aim as that would indeed make it too easy. Most of the Unity -> WebGL games I've made don't really have much in the way of physics, so I haven't had to deal with this issue yet to give any good advice.
I’ve played a lot that use Unity rigidbodys for physics like my game. I also probably forgot to put some of the code where it wouldn’t be affected by frame rate. I did that with a mouse driven game before and the mouse sensitivity was so low compared to when it ran 60fps in Unity. Lessons for next time.
Thank you for the compliment! I worked very hard on the music and sound, and I thought the game turned out really awesome!
Very solid concept. Bit of a shame that a couple of tiny bugs had a huge impact on my ability to navigate the space. I did try 1.1 out of curiosity, and it's a much better experience. I hope you get to fulfill your vision, this is a very good start.
Congrats!
Gameplay loop is really solid, explore to find ships and comets to bring back to the main one. It plays really well and it’s fun!
Some issues:
Great entry!
Yeah, the lack of background in the original version is a big issue. The new version has the background. Stupid mistake where I accidentally disabled the background starfield before I exported the game. I can also increase the deceleration so the controls are less slippery. The game is running a bit faster in the WebGL version vs the Unity editor even though I tried to limit it to 60fps. Will need to see if I can adjust the settings, the movement should be a bit slower and controllable. Should have tested more before uploading.
The map screen needs some work. Mainly there's a bug where the icon for the main base is blinking on and off so when you pause the game its only a 50/50 chance it shows on the map screen. It's the largest icon, cross shape. I'll fix for next version.
edit: yeah I just played the web version and the movement needs adjusting for sure. The deceleration is a lot slower vs in Unity. You'll eventually stop, but it should be much faster. Gotta remember to test games more thoroughly.
Nice game! I got lost and couldn't find the main ship again... I reached the end of space though!
Yeah. It was on the list. I wanted to redo the map so it was more zoomed out so the main base ship was always visible. Ran out of time.
Also there's a bug where the map icon for the main ship isn't showing in the uploaded build. Probably part of why you couldn't find the main ship. Its showing in the Unity editor when I test though, so need to resolve that.
edit: Found the above bug, the blinking animation doesn't play properly in the WebGL build, so it's 50/50 if it'll be visible or not when you pause the game. I will fix and upload v1.2 tonight.
Pretty nice game but I think there are some bugs/balance issues? I was playing for a few minutes, ran out of fuel (bar on the right I think?) but nothing happened. Never found any fuel anyways. Also - no enemies, it really needs some enemies...
And I managed to reach the end of space! Turns out there's a hard wall... You could make it so the space loops (go down the bottom, come out on top).
The version I linked in the description fixes some of these issues. Mainly I didn't have time to actually balance the game, I had to just go with the default values I picked which are way unbalanced.
Fuel is gotten by destroying the small abandoned ships, its a drop, but probably gets mixed up with the scrap that is also spawned.
You can also trade scrap for fuel in the pause/map menu. But because the balance is terrible in the first version you can't get enough scrap to make it a usable feature.
The end of space thing, I wanted to add a barrier that made sense with the setting. I was going to try and add like a barrier sprite. Since the player is like a contractor sent to collect scrap they are assigned to a sector, but had no time to implement this so just went with a barrier.