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Fuelless (GMTK Jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2520 | 2.722 | 3.333 |
Fun | #2579 | 2.586 | 3.167 |
Presentation | #2600 | 2.790 | 3.417 |
Originality | #3954 | 2.381 | 2.917 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Your control over your own ship is limited by the "fuel" meter. Shooting, moving and getting hit all drain from this finite resource.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Very polished game! The multi purpose use of the fuel is a real nice catch and the AI allies is a great addition to the game. Congrats!
I like the arts, really amazing
Really fun game! I wasn't expecting so much content so that was cool. I thought the mechanic was interesting, but I kind of wish that only your shooting depleted your bar and not both shooting and moving. As is though, the game felt really balanced :)
If you have time, please check out the game I worked on for the Jam called "Foobar". Thanks!
This game was surprisingly fun! The art was nice and the gameplay was thrilling. I really enjoyed coming up with some simple strategies for the battles. But I have to mention two things that I didn't like as much. The gameplay started to get a little repetitive. But it's not a very long game so I didn't mind as much. The second thing is comletely subjective, but I didn't like that the ship didn't have any drag at all. Maybe (probably) it was intentional but personally, I didn't like it. But it also wasn't that bad.
My favourite moment of the game was when I died and there were 3 jets left of my team and 5 of the enemy team. After some tense moments we won the match. Moments like these are the main reason why I enjoyed your game. Good Job!
Thanks for the feedback!
We found that adding friction made players slow down and play carefully, which took away from the intensity of the beginning of a fight. However if we had more time we would have created some systems to help with turning the player around, such as applying friction while moving or something similar.
Those moments of watching your team win after you had already died were a big focus of our efforts, if you look closely while spectating another ship you will notice that whatever ship you are currently spectating has increased speed and firerate.