Hi, the file for macOS is not working for me ( I tried open it and renaming the files as it is in this video: link 1:18:15, but it didnt worked for me :( )
I am writing this, just to let you know about it...
Play game
Symbiosis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #97 | 2.758 | 3.154 |
Gameplay | #106 | 2.825 | 3.231 |
Theme | #133 | 2.422 | 2.769 |
Overall | #133 | 2.516 | 2.877 |
Sfx / Music | #136 | 2.018 | 2.308 |
Design | #145 | 2.556 | 2.923 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Nice idea having a movable orb-shield! However its growth should have been much more noticeable, I would not know if I didn't read the comments. Also why not have the orb move with the mouse?
Nice game with cool game mechanics. Love that you can move the shield, that was pretty sweet!
I realy like the light scheme. The shoots reflecting in the objects are amazing! The mechanics are fluid and the your graphics combine too much with shoot'n up gender.
Congrats for a great work ;D.
Simple, but good looking 3D enemies. Great spin on classic spaceship shooters. It felt a little awkward colliding with the blue ord though.
Very interesting game and very interesting idea to control that blue orb to absobe bullets, I liked a lot. However the lack of any GUI that gives feedbacks to the player about, i.e, how long will it take to spawn the boss, how much is charged the blue orb, etc. made me feel lost (I thought that it was an infinite autoscroller when suddenly the boss appeared), so, according to me, it's a must to add.
I think also that the collision between the orb and the spaceship can be kinda too punitive and it's really frustrating when you get slowed down because of it.
I liked the particle effects and light effects, but I agree with those who say that the background make game assets hard to distinguish clearly.
To sum up, well done, it's a very nice game!
Interesting game idea! I like the concept of the orb absorbing enemy fire. Unfortunately I was playing this on a keyboard which made it difficult to control the orb effectively. I think if I had a controller it would have handled a lot better (this is not the game's fault, just unfortunate circumstance).
I do agree with vimino that the light gray background clashes a bit with the game assets, but other than that, I enjoyed the minimalist design of the ship and enemies! Nice work!
An interesting game, I disliked the bright background though as it made it far harder to see the Enemy bullets.
PS: The console kept printing this:
ERROR: set_wait_time: Condition "p_time <= 0" is true. At: scene/main/timer.cpp:85.
I liked the orb mechanic. Somehow I found it easier to play in keyboard, go figure.
I could never reach critical state though, does the charge runs out if you fire? I absorbed lots of projectiles and still wasn't able to make the orb go red. Got stuck in first boss because of this.
Woh, you must be super dexterous haha! Glad that it worked for you though.
The charge does not deplete with fire but it takes quite a lot to charge. This was by design to make it more challenging. The orb does stop growing at a point so that it does not get too big. However this does highlight that i need some extra feedback to tell the player it is still charging. You should still see your fire rate increase but perhaps I should add something more obvious or reduce the amount of charge required.
Thanks for this feedback, it is very useful.
Interesting 'option' drone mechanic. Reminds me of G-Darius or R-Type, although this game emphasizes the absorption mechanic. Playing around with the orb parameters like size, shape, and hitbox could lead to interesting gameplay variations, maybe?
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