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StarSCALERS's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #4631 | 2.510 | 4.200 |
Overall | #5934 | 2.072 | 3.467 |
Enjoyment | #6281 | 1.793 | 3.000 |
Creativity | #6463 | 1.912 | 3.200 |
Ranked from 5 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 game is built around the trade-off of having a smaller ship to avoid bullets and having a larger one to do damage.
Development Time
96 hours
(Optional) Please credit all assets you've used
Jakub Bas: Programming / Design
Ben Morris: Programming / Design
Ben Thompson: Programming / Design
Owen Speight: Art
Font:
Spaceport 2006 by Tiago Amora
Background:
Pixel Space Background Generator by Deep-Fold
Audio:
ChipTone by SFB Games
Laser Blast Sounds by Pixabay
Interstellar EDM/Metal Music Pack by DavidKBD
Cosmic Journey Music Pack by DavidKBD
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Comments
its cool that someone else had the same general idea our team had btu took it a different direction, and its a nice finished product, though it feels a little shallow, since the only trade off is hitbox vs damage/bullet speed it meant that early its was a no brainer but to go with big since bullets were easy to dodge, but later there's so many enemies in such quantity you basically have to go small to survive but the fact that when small damage is decreased means you cant actually kill enough enemies to lesson the pressure(also reduced bullet speed makes you feel SUPER week when small, bullets are bullets and bullets travel FAST).
the above combined with the directionality of the U.F.O enemies made it feel meh in the late game since the best strategy to survive is simply to shrink to as small as possible, hope enemies miss and deal with enemies directly around you switching sides every so often.
still an interesting direction to take size changing space battles.
P.S. also i suspect you could export it as an html so its playable in browser based on the complexity which would likely result in more people trying it due to ease of access.
Nice—it feels like a modern take on space invaders! Going to the other side of the screen was an interesting twist! The controls felt pretty smooth; I could tell you spent some time tuning that. Overall, it was a really nice submission. Good work!