That was fun!
The stun state might need a bit more visual feedback, it felt like my controls were unresponsive at times until I realized I was getting stunned. Other than that, very solid entry. Congrats!
Criteria | Rank | Score* | Raw Score |
Interpretation of the Secondary Theme | #192 | 3.500 | 3.500 |
Soundtrack/SFX | #196 | 3.000 | 3.000 |
Gameplay | #200 | 2.900 | 2.900 |
Overall | #224 | 3.060 | 3.060 |
Graphics | #229 | 3.100 | 3.100 |
Gameboy Soul | #282 | 2.800 | 2.800 |
Ranked from 10 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?
The game is set in space, where you pilot a mech to defend the stars against entities from beyond the universe.
That was fun!
The stun state might need a bit more visual feedback, it felt like my controls were unresponsive at times until I realized I was getting stunned. Other than that, very solid entry. Congrats!
"Constellation saved!" there is one star left and it's fading away.
Jokes aside, that was interesting! Surprisingly grim, but competent, complete, and atmospheric.
The stun mechanic was very confusing at first; I thought, by spamming the blade button, I was accidentally activating some weird melee combo move that was also bad and slow. Realizing that it was from being hit made me feel better, especially since the area of effect attack offsets the stun and prevents a degree of stunlock!
All-in-all, great work!
I’m sure constellations grow back, right? :P Thank you for playing, and the feedback! I think I’ve mentioned the confusing aspect of the stun mechanic in other comments, but you’re right, it was initially introduced as a way to prevent stunlock due to being swarmed. It was also supposed to be a slight punishment for getting hit, without having to develop a health system, but I’ve found that it can actually be tactically advantageous to let yourself be hit in certain situations so that you can then sweep through a group. Thanks again!
Really fun, but I'd even say a little too easy. Level select screen is def somewhat a Gamboy game would have
Thanks for playing! The levels go in ascending difficulty from Cassiopeia->Cepheus->Ursa Minor->Orion->Random, so if you only tried one of the earlier levels I recommend trying out one of the later ones. If you find those too easy then you’re a lot more skilled than me, and I gotta design some tougher enemies!
I like the idea of managing multiple outposts. Polishing up the moment and controls, and I can see myself playing it nonstop.
Thanks for playing! I definitely struggled with getting the movement feeling good. I tried switching to velocity based movement for the player, but I ran out of time to get it working, and had to switch back. I wanted to try hit a balance between it feeling intuitive to control, while also having the clunkiness of the Game Boy.
The color cycling option was a neat feature, and I love the A+B attack!
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