I love the style of this game ❤️
Play game
Planet Siege's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #394 | 3.818 | 3.818 |
Presentation | #602 | 4.045 | 4.045 |
Overall | #632 | 3.803 | 3.803 |
Creativity | #1586 | 3.545 | 3.545 |
Ranked from 44 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?
It takes the theme of a traditional space-shoot-em-up, but you play as the alien hordes rather than the lone pilot.
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 created the vast majority of the music during the game jam
Comments
Pretty cool idea! So let's dig into this one. My main issue with this is that the gameplay itself is quite shallow. It boils down to just micromanaging two buttons, upgrading your resource gathering, and then sending out troops to delay the ship a bit so you can have some time to get more resources. It's actually quite simple to win. If this idea is expanded a bit further I would suggest adding some additional depth to the gameplay so you can put a bit more thought into your actions, but your current implementation is perfectly fine as a prototype!
Also, a minor gripe, but using the mouse to click on the pause menu and then needing to swap to arrow keys to traverse the menu was a bit inconvenient. It would have been nice if I could purely use the mouse for everything.
That aside, I do like that you added pause functionalities and the ability to disable the sound, it really makes the game feel a lot more polished. I actually smiled a little when I saw that you included those features. The presentation overall is quite good and the visual style is quite cool. However, I think the music could use a little bit of work. Overall though, great entry, and good luck on the jam! :)
Thanks for the critique mate! Re: pause features - those are part of the PICO-8 platform, and separate from any of my presentation. Yeah, it would be nice if they supported the mouse for those menus, but the PICO-8 platform is designed to run on hardware that might not have a keyboard and mouse :)
As for the gameplay itself - fair! There is an optimal strategy to figure out, but it's relatively shallow once you do. I wanted the laser you aim to be a more engaging element to that, but balancing that is tricky because it becomes redundant by the end-game. Thanks for checking it out!
You nailed the style, its very polished, and the music was great. Core gameplay loop was very satisfying, great work :)
This is a really cool game. Almost like a clicker game but way less passive. Like it took the most fun parts of the clicker game but added more interactivity. I'd love to see this expanded upon.
A very solid and enjoyable game. Among my favorites so far. It's short, engaging, and very polished. Nice work. Also, good job with ship behavior. It's very annoying to shoot at him with the laser 😆
The art and music is amazing - perfect hits that retro aesthetic! Fun concept too -- it's well balanced, so that it's a good challenge, but still quite relaxed. Only from the comments did I notice that when you're not shooting the Red Marauder, it starts speeding up -- maybe the visual indicators of speed need to be clearer, like a progression bar or something? Very nice overall though!!!
Thank you very much, I'm glad you think it works! Yeah, I think if I was continuing to build on it I'd give some kind of warning that the ship is about to speed up (there's a sound effect when it happens, but it's pretty subtle and probably gets lost in the noise!) Thanks for the thoughtful critique!
Love the retro aesthetic! The content is very well polished overall with great visuals and sounds!
Reverse shmup, now that's a pretty interesting concept. I managed to beat it only on easy though, couldn't keep up with the micromanagement on harder difficulties. It seems like you need to strike the good balance of not letting the ship accumulate speed and getting enough gem power ups to deal enough damage. Good challenge!
Pretty nice game, good job!
Hey! Nice game idea, for some reason feel realy close to this one XD
I like what you did here very much. Great visuals and sound, also mechanics are nice and well planned.
You did very good job here, congratz!
Great little game! Feels polished and sounds good, you really have to click a lot to charge laser and spam ships (after upgrading income) to keep it up in time. Feels well-made, although lacks in depth a bit, it seems. I think overall combining rapid clicking to charge laser and management/investing of gems is a good design. Art is also solid.
Fun that you not only reversed the roles but also switched the genre to being a clicker!
Really excellent work. Was super satisfying to see a constant stream of upgrades and ships coming in.
That said I could only do easy mode! No idea how to do even medium difficulty.
Thank you! Yeah, I like the point where the tide shifts and you can deploy a huge fleet! Thanks for trying it out!
The secret is to build up a big economy early, only deploying a few ships to stop the Red Marauder speeding up. On medium difficulty, it speeds up if none of your ships land a hit for 20 seconds.
Leave a comment
Log in with itch.io to leave a comment.