pretty unpolished visually and the controls are weird, but the core idea is cool! i think if you polished the presentation and introduced the different ships more gradually (e.g. add new ones throughout the game instead of explaining all of them at the very start), this could be a pretty fun game. it's cool how the ship parts are both offense and defense, and the variety is cool (even if hard to learn all at once lol)
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Joined In Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #990 | 3.324 | 3.324 |
Originality | #1322 | 3.441 | 3.441 |
Overall | #1670 | 3.147 | 3.147 |
Presentation | #2756 | 2.676 | 2.676 |
Ranked from 34 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?
You play as a space ship which joins together with other ships
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
Game can be a bit hard to control and it took me a while to realize that W goes in the direction that your mouse is pointing! Game is a blast to play in a power fantasy sort of way even if it's not very deep. Just casually suck up every ship in your vicinity and unleash hell upon everything
This concept of linking things to build your ship is really clever, and fits the theme well! The art is fairly decent, and the gamplay is super simple, addicting and fun. Good use of sound effects and the physics movement felt fun to control.
Although feeling fun to control, the controls themselves were a little wonky and it took me a bit to get used to them. Acceleration is a bit slower than I'm used to so turning and getting to top speed was a tad difficult. Also, the game was very easy to get overpowered in early; you can balance this a bit more by having these joinable parts only be acquired by killing enemies (Like broken parts drifting in space).
Overall this is a really unique submission! Keep it up!
Ah I mean the floatyness! Like holding a key and waiting for the ship to move and being slow to change direction. I prefer when it's more immediate however that being said there could be situations where less responsive controls fit what you are trying to do. Also I think it would be easier to control if the direction keys resulted in world space movement rather than ship relative if that makes sense. Of course this is just one opinion on the matter :)
some post release notes:
I might have messed up the buttons so they don't work on none 1080 resolution, if so sorry.
There is meant to be a boss direction indicator but it broke just before the deadline so as a hint the boss spawns in the top right of the map.
Also your stats get max during the second wave for some reason
if anyone has any questions feel free to ask
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