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Galactic Overlord: Nebulon's Last Stand's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1833 | 3.121 | 3.121 |
Presentation | #1867 | 3.394 | 3.394 |
Overall | #2231 | 3.182 | 3.182 |
Creativity | #3145 | 3.030 | 3.030 |
Ranked from 33 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?
Galactic Overlord is a bullet-hell shmup where, instead of playing the scrappy hero that dodges an endless hail of bullets, you play as the mostly-stationary final boss that struggles to land a hit on the hero... despite the thousands of bullets you can shoot out each second!
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Fun idea bug laggy in browser
Loved the art! But it was starting to get laggy on my end once I used the E ability a couple of times lol. But I still enjoyed it, great game!
same ^
Landing a hit on the spaceship was really satisfying! Love the options, also experienced game-breaking lag pretty quickly in the browser though. For context I'm on MacOs, M1 Max, Chrome.
Very fun being the big bad boss!! Would love to have the AI be a bit more challenging :)
A game that looks great ! It's satisfying to have that much power (despite the lag). Maybe it could be good to add more impactful feedback when firing and hitting the ship so that we feel even more dominant and powerful.
It might be dependant on the machine / browser you're playing on but I didn't experience any noticable lag. I really like this role reversal and had fun with this. The only feedback I'd have is that it should be more apparent to the player that your hits are landing. I feel like good top down shooters rely a lot on the "bulky" feeling of your actions, especially if you're playing as the boss. I think some more screen effects (shaking / colors / whatever) would go a long way to making the game feel "big". Awesome work though, felt very tight!
Thanks for the feedback! totally agree. we had a lot more effects we wanted to add and really tried to pile em on in the final hours but still had a lot more we wanted to shovel in there to really nail the feel.
And yeah, some of our machines didn't have significant issues with it, while others chugged pretty hard during play testing.
This game lags way more than it really should, I am not so sure why
The pilot AI uses an A* implementation that really isn't well optimized to run in this context, but it more or less got the job done.
Ah that make sense.I think you could get away with something lighter than proper pathfinding for this.
a bit heavy to run on web. but overall nice game
Yeah, it was a bit bold to make a WebGL build of this, but we figured the majority of people reviewing the jam games wouldn't want to download anything. We'll definately provide a standalone version after the review period ends!
Very polished and quite fun! Someone made a game about being a boss and they called it “bullet heaven” since you’re the one shooting, I think the term fits this game aswell xD
This is a great game! It's a really good idea. I really had fun playing it.
Simple but fun! Clever that the shield stops the cooldown timers! That ship is a dodgy lil bugger!
Ah yes, the true bullet heaven. Enjoyable concept, though I had to really focus on not killing the hero to actually try the planet killing laser.
Great fun to take down the puny hero ship with overpowered weapons! They were so scared they left the screen from time to time, but they always came back to the warm embrace of my laser cannon. <3
Finally I get to feel the power that all of those bosses I normaly die against feel. Muhahaha