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Light Evade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #455 | 3.810 | 3.810 |
Style | #506 | 4.155 | 4.155 |
Overall | #1111 | 3.626 | 3.626 |
Creativity | #3740 | 2.914 | 2.914 |
Ranked from 58 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 enemies continuously scale in size and mass and damaging reduces their mass.
Development Time
96 hours
(Optional) Please credit all assets you've used
Orbital Colossus - Matthew Pablo (opengameart.org)
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Comments
A to-the-point, very fun game. Incredibly pretty, I'm a sucker for retro. The simplicity was appreciable, with the timer being completely visible in a large font behind. It let me zone out and play the game idly as I paid attention to it, and that's a commendable user experience to emulate.
Things I think may need improvement: The difficulty curve - it ramped very stably in the beginning, started peaking around minute 4, then had a bit of much-appreciated rest-time, but sadly never went up again. I stuck around till 8 minutes but I'm guessing it doesn't increase. Also, the game could support a lot of cool features in its current state -powerups, enemy types and so on to.
Solid entry, I'd be proud to make this. Cheers!
yeah i capped the enemy levels during the balancing phase of development and didnt have enough time to test if it would be fine uncapped after I got it beatable in the first 5 minutes, it probably wouldnt have been because they grow exponentially and then they because so big the game inevitably breaks, I wanted to put a win indicator in but ran out of time. Submitted my game like 5 minutes before the original deadline which was at 3am in my timezone. More tougher enemies couldve been a good solution aswell I suppose. But aye, roughly half of these comments think the game is too hard and couldnt survive long to reach the 5 minutes. Just one extra day and I could've tripled the content :( Thanks for playing and leaving feedback! :))
I completely understand your sadness.. difficulty balancing is hard. Hell, I've messed it up in my game too (and I've never got it right in any of my games yet)
One of my teammates (and a very good friend of mine) shares your timezone. It must've been tough to manage everything.
Well, we will improve as time goes on - someday we'll be proficient enough to include all the content we wish in 4 days :) Hope to see you in future GMTK jams!
Difficulty curve feels good. Simple game but pretty well executed. I enjoyed playing it.
Probably some more variation in upgrades and enemies would make it even better.
8 Mins and dropped) My ship become so strong I just standed in center moved mouse in circles while holding spacebar and it completely destroyed everything around) yellow ships got one shotted))) Great game) Really enjoyed it) It was a great change of pace from so many puzzle games) Love music, sound effects and visual) Great work!
https://itch.io/jam/gmtk-2024/rate/2898065
7 mins mark here! I really had the screen fill around min 4 to 5 then I survived and then my stats were so high I just one shot anything ^^ Nice game, wish for a bit more challend
Yeah i kinda wish I didn't use so many exponential curves in the game's scaling, i ended having to put caps in and then didnt have the time to properly test them to see what the good max would be. I definitely shouldve calculated damage differently at the very least because that one is also exponentially increasing soon giving you trillions of damage for enemies capped at 1000 hp, whereas the firerate gets exponentially less and less increase. Just needed more time tbh, I put off balancing til the final few hours
Ahah we did the same there, I barely tested the game and tried to adjust the difficulty last minute ^^’
Very nice game! It just need more content (more enemies, upgrades...) and polish (particles, sounds...).
Great game ! amazing art and audio, keep up the good work !
Really solid game! I liked the visuals, and the audio. Controls felt fluid and responsive. One slight issue for me would be when I didn't know you could hold the LMB to keep firing, so what I was doing was repeatedly clicking, which basically made it so that when the power ups selection screen appeared, I didn't had a chance to actually consciously select.
Yeah that seems to be a common problem, I can't believe I never thought to test just tap firing. Thanks for playing! :)
Really good game and controls are very smooth. The upgrade popups at the start were a bit overwelming I shot 1 enemy and instant popup. I would drop them instead of giving a choice maybe cus I got overpowered by jusy going all in on fire rate and damage. The game itself feels like a full arcade game, wel done!
Went all in on fire rate, effectively made a space A10, immediately died to an enemy that took up half the screen.
10/10
This is really well made. I really like the retro shaders you're using.
Very fun! I love the artstyle. I think the enemy scaling is a bit too weak later on, since I stopped having to dodge entirely by five minutes in after hitting the peak difficulty at about 3-4 minutes. I think if it got to the point where there were many enemies coming in every second, including multiple bosses, by 5 minutes in, the scaling would be perfect. Aside from that, its very fun!
Nice little arcade-style game, good job!
Good power scaling and the hitboxes felt good as well. The style was very nostalgic as well.
I think I hit the maximum limit for enemy scaling but my upgrades ended up being able to overwhelm them around the 4-5 minute mark. It was a super fun game and surprisingly addicting for how simple it is! I feel like scale could have been integrated into the concept better, because it isn't uncommon for games alraedy to present with bigger and badder enemies over time. The enemies did get bigger but it felt like it didn't change much about the gameplay other than them being harder to defeat and avoid, so scale as a mechanic wasn't too nuanced (edit: forgot that the enemies scale down as you shoot them, my bad. I think it presents a little bit more strategy because I actually ended up shooting them to make them smaller and easier to evade).
Yeah tbh the theme got announced at the start of one of my 3am shifts so I had like 9 hours to come up with a good implementation of the theme before I would get to start development but I wasn't able to come up with anything that interesting. So I just kept it simple and tried to heighten the quality for the other 2 categories, thanks for playing :))
Damn this is incredible for just 9 hours
Very cool game! I managed to reach 5 minutes, it would be nice to have more different types of guns maybe ones with more damage or more spread or more fire rate. It has a nice aesthetic. Good job!
I really enjoyed this! A nice spin on a classic arcade style game. I think you did a great job ramping the difficulty along with the player's upgrades. It really feels like you've progressed from the start and it makes the enemies feel that much stronger when they start scaling. The aesthetic and sound effects are PERFECT and I love the old CRT effect too. Superb job!
The scaling in this was very nice! very cool style too. Loved the retro feel of it
Really adictive, well done!
Really Enjoyed the game - I think you absolutely nailed the movement and acceleration which made me feel like an ace dodging around everything.
I got so close on my first try! It gets really difficult near the end but in a way I found very enjoyable. This is probably one of the more balanced entries I've played so far, it starts off easy but getting to 5 full minutes is a challenge!
Also really enjoy the aesthetic. Great job all around.
Very fun game. I managed to get to 7 mins. The only problems I had when playing it is that the text in the main menus is a bit hard to read and that I feel like a lot of the gameplay after 4 mins is mass getting health.
Yeah tbh I was having a really hard time finding fonts that worked well with the filter but never really found one so I just went with one I thought fit the aesthetic and scaled it up so it wasn't overly pixelated. Thanks for the feedback! :)
I know it will take longer but you could try making your own font and importing it in. That would make it readable and fit the aesthetic.