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Core Crisis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #21 | 4.000 | 4.000 |
Audio | #26 | 3.778 | 3.778 |
Fun | #37 | 3.556 | 3.556 |
Overall | #39 | 3.540 | 3.540 |
Accessibility | #41 | 3.167 | 3.167 |
Controls | #43 | 3.389 | 3.389 |
Originality | #64 | 3.500 | 3.500 |
Graphics | #70 | 3.389 | 3.389 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.1
Wildcards Used
none
Game Description
The Void has infested our Star in the Solar System... You are humanity's only hope. Retrieve the HyperEngine parts, travel to the Void Core, and save the world...
How does your game tie into the theme?
Your goal is to defeat the void!
Source(s)
-
Discord Username(s)
noitcani, passivistefforts, solonnnka
Participation Level (GWJ Only)
3
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Comments
i liked both the void minigame and the mining minigame, and it was fun to go back and forth between the two. the difficulty was just right. i would have liked just a little more feedback for when the void creatures take damage. overall this was really fun, nice job! congrats on the submission
A fun game that feels frantic and makes you want to do things as quickly as you can against an ever ticking clock. The tutorial text felt a bit heavy but I understand the need for them in a short space of time to develop.
I did get into a bad state after not reading how to drill and pressing space a few times it looked like it was reloading the current planet I was on and duplicating the music. I restarted and learned to read properly, the drill minigame is quick and fun which is a great balance for minigames I think. I finished it on my second attempt :)!
Pretty solid game. It is visible that you put a lot of thought and effort into it, and that's admirable.
I like that there are different "minigames" for different parts of the game and that I have a choice in what I want to do next.
I have 2 things as a feedback if you don't mind:
But overall a very cool entry.
Thanks for playing GabooZ!
Your feedback is definitely appreciated!
- Agreed on the tutorial text especially at the start of the Navigation Screen! Would definitely help to break it up into digestible chunks
- We wanted to go with a "realtime, panic" feeling which was the reason for the fuel depletion haha. But perhaps the infection meter rising real time would have been enough.
Neat game, I had fun! Despite the amount of info in the tutorial, I think it was still explained it quite well and it's good you could break it in some parts throughout the gameplay rather than just having it all in a manual.
Other than what's already been said in other comments about the enemies fading out a bit too quickly right as they appear, I think my only suggestion would be good to limit how much the player can hit them at a time before they disappear. I realized I could just spam click if I had my mouse on them fast enough, and this would grant me at least 3 or 4 clicks and making it far easier to kill them. Though it still wasn't trivial, you might prefer to have a cooldown or make them disappear more quickly if they're clicked (so as to limit it to one hit per appearance).
Either way, great job!
Thanks for playing breadrock! I was thinking of how to make the enemies last longer (and only thought of increasing the max hit points). But your idea of maximum hit each phase is a better alternative! It would also force players to acquire new targets rather than camp for the same few spawn points
What a great game, I loved the art. I would loved to see a rapid laser coming from our ship to the enemy when we attack them !
Maybe a tutorial step by step and not everything at once would be better ? a bit overloading but it's ok !
I loved the flame booster of your ship ! I think you might like mine too !
Hi Mel! Thanks for playing! I was thinking about how to implement "hit feedback" and added in a flash shader, but your idea of a laser extending from the player to the enemy is a much better idea.
Agree also about the tutorial, especially the one at the start of the Navigation screen! Will try to break things up into digestible chunks for future entries!
loved the handdrawn style & the UI made it easy to see what was happening
Hi calzark! Thanks for playing, really glad you like the art by our talented artist Solonka :D
Music and SFX are very well coordinated... really enjoyable!
The game plays very well
Well done! :)
Thank you so much! Very happy you enjoyed :D
Hello, so I liked the concept here but I could not manage to adapt to the controls with enough skill to win any battles. I an intrigued to see you support touch screens and my thought here is that touch might be better suited than mouse control. I just cannot get mouse cursor over the enemies in time before they fade away. I know part of that is my general crap reaction time, but I wonder if I'd manage tapping away on an iPad so I might try that later to see.
But, the audio was great, the concept great, the tutorial was comprehensive (and each box was skippable - massive win!) and so a great entry overall.
Thanks for playing Pete! Touch controls should work, we have "emulate mouse from touch" enabled! Between the PC build and mobile, my wife did find it easier on touch too! Your comment on the relative difficulty for different people made me realise a difficulty slider would be a good idea for this sort of games, so thank you for that! Will make it a point for future entries!
The dream team strikes again!! Multi-phase games can be quite a lot to tackle in a short period but you guys did great!
I love the seamless animations between the game phases, they're very satisfying. The different background tracks transition into each other SUPER cleanly, too, and that battle theme... groovy, and yet evocative of unknown eldritch horrors that await. It's so good!
It's always clear how much effort all three of guys put into your work and it's awesome to see. It can be kinda discouraging not being able to totally finish before the deadline, but I know I, at least, will be coming back to play the ending if you guys decide to make it!! Congrats on the great submission :D
Thanks for the kind words Mystery!! Yes its always a pleasure to work with solonka and passivist!
Agreed; it did feel like a cop-out to not have the boss fight, but we agreed not to kill ourselves with scope this time round haha
Thanks again MysteryLad!! Very cool to see you each jam, just played your game and loved it!
Really fun game. Plays pretty well with things like the battling being a nice challenge and all the different parts of the game felt unique. The battle music was a banger
Some ideas of post jam things since it looks like youre continuing with this:
- Having some indication of how close the enemies are to attacking you (e.g. changing their color or their movement)
- Making the enemy fade in a bit longer and add some more weight to that since currently most of the time the enemy is on screen its fading out
- Adding some more things to the drill planets (probably only some of them and a much lower quantity than the regular resources). Currently those tend to be relatively easy and samey once you figure out the strategy (even with the speed up). e.g. something moving you have to not hit, something that collects nearby resources, etc. (theres a lot of different things you could add in here to add some variety)
Wow thanks for completing the game Ategon!
Your feedback is definitely on point.
- Telegraphing attacks is a great idea. I had considered adding in a "countdown" bar of sorts before the kamikaze trigger!
- We had initially planned for "shield" to also exist as a drillable mineral, but we scrapped that idea as we did not go ahead with the boss fight sequence. Without a boss fight we realised shield damage was trivial and players likely didnt need to replenish the resource.
- Variety would indeed help improve the gameplay! Adding different planets with other minigames would be one way to do that!
Holy smokes, this game sounds AMAZING -- huge props to passivistefforts, those efforts were NOT in vain! Combat mechanic was super fun too, though I have to echo the sentiment that the way the void crawlers fade in and out was a tad confusing -- it's a little hard to tell when they start and stop existing. I also found myself somewhat wishing for an option to change the text speed, but that's such a tiny nitpick -- cool text engine, by the way, and an awesome tutorial! Keep up the great work.
Thanks for playing asterythm! Yea we're always impressed with what passivist comes up with each jam! Allowing an option to change the text speed is a rad suggestion (and wouldnt be difficult to implement at all given that its just an exported constant! Will definitely do that for future text-heavy tutorials/games! Thank you!!
Thank you very much for your kind words!
I really liked that. The idea of time still passing in menues is cool for that concept of corruption. Even if the actions were simple, it made it feel like they had a lot more weight. And the gameplay of each type of planete was pretty different, which is cool.
Thanks for playing fefe! Would have liked to add more minigames per planets, but we had to scope it down for the gamejam :D
I really liked your UI design!
Thanks for playing Canderthal! :D
I really liked your UI design!
Very cool game~!The audio work y'all put into this is crispy. The tutorial information and the slow progression of teaching was super appreciated! I always get super overwhelmed with games that have a lot of UI baked in. Having that guide really gave me the clarity needed to enjoy your game.
I think the only critique I could give would probably be on some of the visuals and assets:
Honestly, I'm nitpicking. I enjoyed the game and would love to see more!
- S. "Essay"
Thank you Hangover for this very thoughtful and insightful feedback!!
I loved the audio on this too (PassivistsEffort is our super musician :D)
- I think the sprites were not intended to be scaled upwards in game, and scaling likely caused visual artefacts to appear! Will try scaling them externally before bringing them in, and scaling down where necessary instead!
- Definitely agree with you on the phasing-out readability of the voidlings. The issue here is probably me lazily throwing the GPUparticles and the hit-flash shader as inherited children of the main "enemy" node. As such, when I toggle the visibility of the voidings via Animation, the components lose visibility too. Perhaps putting them as "top level" children and manually setting the global_position would be better, as the hit feedback effects would persist regardless of the fade status!
Thanks for the feedback!!!
Great game :D
The combat mechanic is very fun
Thanks for playing suspended, and glad you liked our tappity combat haha