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Protosys's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2204 | 2.909 | 2.909 |
Fun | #2500 | 2.636 | 2.636 |
Overall | #2819 | 2.667 | 2.667 |
Originality | #3598 | 2.455 | 2.455 |
Ranked from 22 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?
The player's health and ammunition are joined together, so the more you shoot, the weaker you become.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Nice pixel art, Could do some work in sounds
Thanks for the feedback. Yesterday, I tweaked the sounds to be less annoying, and that should be coming out on Monday.
Nice game. I love the idea but I did feel like the amount of health lost by shooting was so small it wasn't really a concern.
I did like the aesthetic though and importantly it was fun to play, so great job.
Glad you liked how it looked and thought it was fun. I'm currently working on a patch to increase the difficulty, so that might help make the impact of shooting more significant.
Good work, but your sound too loud!) Anyway, keep it up!
Cheers. Good luck yourself.
Good base idea! Having health and ammo combined is cool (maybe like Warlock's life tapping in WoW), but I didn't feel like I had to shoot - I think someone else mentioned you could avoid enemies given their pattern.
It's got a nice presentation - maybe the audio could have persisted through to the game from the menu?
Good job!
Thanks for your feedback. I'm planning on doing a patch next week do I'll adjust the enemies to make them harder to avoid then.
The sprites are very readable and recognizable. The ship is nice and responsive. I found the very repetitive sound effects to be annoying, but I mean that's what this sort of game had in the 80s, right? I like the idea of your health and your shots being tied to the same thing. However, the enemies' basic patterns of movement meant I could mostly just avoid them instead of having to take careful, thought out shots. It should be a serous decision whether or not to take a shot. I'm not sure how you would manipulate the game and the player so that is the result, but perhaps homing enemies, homing missiles, or areas where you will have to sustain some damage in order to pass?
In any case, great job! You should be proud of yourself.
Thanks for the feedback. I'll have a play with the source code and see what I can improve.