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Scrap Stellar's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #44 | 2.982 | 3.400 |
Graphics | #60 | 2.982 | 3.400 |
Controls | #65 | 2.631 | 3.000 |
Fun | #74 | 2.280 | 2.600 |
Originality | #82 | 2.543 | 2.900 |
Overall | #83 | 2.418 | 2.757 |
Accessibilty | #92 | 1.754 | 2.000 |
Theme | #106 | 1.754 | 2.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
first 2
Game Description
2D shooter in space
How does your game tie into the theme?
You are in a abandoned ship graveyard and have to fight ships made by an AI. more info on title screen > more...
Source(s)
N/A
Discord Username(s)
ironibad3000
Participation Level (GWJ Only)
1
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Comments
With a sweeping expanse of space as backdrop, pulsing energetic music, and a well-designed ship outfitted with diverse weaponry, this brings together a lot of promising elements. The visual and audio dynamics pull you in immediately, but the gameplay itself takes some time to grasp—particularly the mechanics of aiming and shooting, which could benefit from a more intuitive design. This submission has a strong foundation and I'm glad I gave it a go.
Pretty cool! Not sure if it was intentional, but I really liked the fact that the music emitted from the center of the arena, it sort of grounded the game, made it feel like I was really moving in a 2D environment, very cool. Also the spiked enemies would like... duplicate when I shot them? Once again unsure if that's intended, but it definitely felt bad, like shooting enemies gives me more enemies? What? Plus I would say the controls left some to be desired, the aiming in particular was tough, probably harder than intended. You might turn this into a twin-stick shooter like Enter the Gungeon or The Binding of Isaac, the aiming problem would go away. But a cool aesthetic and some good music makes for a decent game, especially for your first jam entry!
Thanks, i didn’t have time to fix most things like enemy only duplicate once. and player pointing the mouse. so yes, everything you questioned to be unintentional were unintentional. i wanted to add multiple controls and full keyboard controls. but i encountered a error where the player wasn’t looking in the correct angle. turns out the parent node was rotated. if i knew that then this game could have had multiple controls.
Impressive! I enjoyed the weapon switching and ammo mechanics. The idea of switching your movement on the fly by changing stuff like friction is really interesting and is a mechanic that I think could be really interesting if expanded on. Nice work, and the AI haunting angle is interesting - but I would have loved to see it expanded on a little bit more.
Great job!
Thanks, i actually forgot to remove the movement type switching. it was only meant for debug. but hey, if its a working feature, its a feature.