Beautiful visuals. Love the damage mechanic and the thruster display. Another favourite for me.
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Space Master Forever's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #2 | 4.467 | 4.467 |
Originality | #8 | 3.867 | 3.867 |
Overall | #9 | 3.600 | 3.600 |
Fun | #9 | 3.467 | 3.467 |
Audio | #10 | 3.333 | 3.333 |
Theme | #11 | 3.600 | 3.600 |
Controls | #18 | 2.867 | 2.867 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Daily Build
Source
Yup: https://github.com/sdfgeoff/wildjam8
Game Description
Laser equipped modular spaceships - inside a circularly-wrapping black hole
Controls
Player 1: WSAD and "1" Player 2: Arrows + Enter
Discord Username
sdfgeoff
Participation Level
1
Comments
One of my favorite entries from this jam. Really incredible graphics, reminds me of some of the really old arcade games where the screen is tiny and you look at it through "goggles" or some piece of glass that enlarges the screen. The controls do feel a bit unwieldy; a slower shooting speed, and higher damping for rotation might make the controls feel a little more deliberate, but all in all this is great stuff.
Wow, them visuals are juiced so hard. :D
I wanted to have fun but it just didn't feel that way. Controls are pretty slow for a duel-type game. And having everything warping is a great idea but a bit hard to get the hang of. Also I raged about using number [1] button to shoot.
On the other hand audio is fitting and once again visuals are super sick!
Yeah, the warping remains unintuitive to me as well. Fortunately I ran out of time to tell the AI how to understand it - so I guess we're all in the same boat. I guess us humans are so used to left/right and up/down wrapping!
The "1" button to shoot is with intention for when you have multiple people at the same keyboard. In that case, the person on the left tends to steer with the right hand and shoot with the left hand. But yeah, for single player it's a bit strange.
Fun fact about the audio: The lasers and explosions are sounds I made with my mouth and then played around with in Audacity. Yes, doing this was as fun as it sounds....
Really nice animations and effects. I like them a lot! However, both ships are very slow, making it impossible to dodge bullets. It's all too easy to get most of your weapons/engines destroyed and end up just spinning around and waiting for death. A little bit anticlimactic if you ask me.
Yup, I fully agree, the gameplay is pretty simple and boring: point at the other guy and shoot. Any ideas for improvements are welcome. (you can put suggestions here: https://github.com/sdfgeoff/wildjam8/issues/9 )
The modular ships are super cool. And I really liked the about page. I read the whole thing! I did have some issues starting the game. I couldn't figure out the enter key for the first player. And like others have said, it can be hard at the start when you get bombarded with fire almost immediately. But once it gets going the game is fun and the graphics look great! Fun game.
I really like the style! Even the slower gameplay feels right. The AI, even BOSS, is just the worst though. xD Should have just called them NPC's. ;)
Pretty fun to play! I enjoy those kind of whacky controls. And the way the battlefield warp around itself provides some interesting strategies. I haven't been able to win with the “heavy“ ship, but after several attempts I managed to survive one round!
Only technical regret: the game does not scale to its windows, and doesn't provide a fullscreen option. Playing currently on a laptop with a tiny resolution, I couldn't see some parts of the menu.^^
<rant on>
There must be something I don't understand about Godot's multiresolution stuff. Godot seems tuned for making "pixel perfect" games, but as soon as you don't care about that, life gets hard. For example, all the sprites are rendered at 4x the required resolution for 1080p, so they should be able to look smooth and pretty on any modern display - but I couldn't figure out how to tell Godot to increase the resolution rather than scaling the viewport at a fixed resolution - and it looks like I shipped with the wrong setting on that as well.
<rant off>
Sorry about that, and if you know what I need to change to get multiple resolutions to work, I'd love to hear it.
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