Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Cosmic CreaturesView game page

A sci-fi shoot'em up
Submitted by Britney Pringle Games (@britneypringle) — 52 seconds before the deadline
Add to collection

Play game

Cosmic Creatures's itch.io page

Results

CriteriaRankScore*Raw Score
People's Choice#872.6943.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I admire the ambition of making a shooter in RPG Maker MZ, but I think it doesn't work perfectly in the engine. The hitbox for your character is too big for what it is, which isn't a problem in normal gameplay but winds up being more noticeable for the bullet hell-y final boss, and movement does not feel as fluid as you'd expect for this game. Still, really nice effort for what it is!

Submitted(+1)

This game has a really unique feel / look to it and I think you've established an incredibly distinct atmosphere with this game / world. The mapping is nice, but feels a little too tidy, if that makes sense? Looking at the exterior of the building, I can't help but think of walking through red clay years ago... And the fact that the stains are STILL on my shoes now. For the indoor / lab-esque areas to still have perfectly clean white floors means none of that got tracked inside or blown in. I know that probably feels like a weird thing for my comment to focus on, but it was something that really stuck out to me for some reason. 

I enjoyed your game play mechanics for the most part. Sometimes, it wasn't perfect and I definitely was a little frustrated fighting the boss, but I commend the effort that had to go into creating a system like this in an engine that is very much not made for it. 

I think the overall presentation of your game is very coherent and you have a great direction with this -- I hope you'll add more to it post-contest! :)

Developer

Hi Erin,

Thanks for playing my game and leaving a comment! I'm glad that you enjoyed it.

I totally understand what you mean about the cleanliness of the lab. I wanted to add some dirt/damage to the interior, but I ran out of time. :(

Yeah, the boss fight is pretty rough. I plan to fix the difficulty in the next version.

I like trying to push the limits of the RPG Maker engine to see what it can do. I will definitely release an update to the game once the contest is done.

Submitted(+1)

Tried this out. Got up to the first (last? not sure) boss. it killed me and I had not saved for a logn time so I left it there.

  • The presentation is very clean. The sprite of the protagonist could do with a bit more animations, maybe. I did notice the mapping was very clean. Custom or not, the visuals were nice.
  • The game was very easy until the boss, which I felt had way too much HP. He could have had the decency to throw me a medkit at some point or smth.
  • I could be wrong, but if what I saw was the boss and the end was after that, the leveling up CHOICE feels hollow, there's barely any margin for error. Of course, if that was not the end, I could be wrong.
  • I missed having some sort of skill or consumable on a  cooldown even. Just shooting felt very basic.
  • The gameplay was ok, but it definitely helped I did not play too long, as I mentioned it was too basic in its current state.

Overall a neat little thing. If the art was custom (I specially liked the economy and elegance of the maps) great job.

Developer(+1)

Hi Indrah LadyPotato,

Thanks for playing my game and leaving feedback!

Time constraints limited the number of sprite animations I could feasibly finish. I would definitely add more in a future update. The map art was custom made and drawn by me. Only a few decorations like the computer monitors, doors, and dead trees came from the base MZ resources.

The difficulty spike of the boss fight was an unfortunate side effect of having to cut some of the initial maps which would have given the player a chance to become more powerful. I intend to fix the balance issue of the upgrade/leveling system to make the game feel fairer.

During the boss fight, I did want one of the tentacles to drop a recovery item for the player to grab. Both a heal and a guard skill for the player were also ideas I had floating around.

Hopefully I'll be able to tackle these things in the updated version. Thanks again for your insights. 

(+1)

Hey there Britney Pringle Games, I got your game for judging so here are some of my thoughts. Turning MZ into a run-and-gun is impressive! The gameplay worked pretty well, though there were points where MZ's grid-based movement did make for odd misses from enemy attacks. I'm not a major shooter player, so I did have some troubles but nothing that made the game feel unfair. The art is lovely, it would be great to see more details if you had had more time. I did crash the game right at the start though, if the player tries to go left at soon as they start, the game crashes since it is missing map data.

Shooting the normal enemies was straightforward, and it was fun to try to figure out how many grubs I had left to kill to get my next level up. I was disappointed when I realized enemies wouldn't respawn since I was hoping to level up a few more times before the boss battle, but I understand why you'd want to limit how powerful players can get. The final boss kicked my butt a few times before I realized a trick: if I stood in the upper right corner of the arena, most of the boss' normal attacks couldn't hit me. So I hid up there and shot it until the tentacles appeared and then ran like crazy until I got rid or them, and repeated until I won. I don't think I would've beaten the boss without finding that safe spot so it was good for me that it existed, but I'm not sure you meant for it to be there.

Overall, you clearly put in a lot of work to make this game look and feel unique, and that was time well spent. I think with a bit more time this could be a really impressive game, but at the moment it feels pretty short and the level up upgrades don't feel all that worth it when you reach the final boss.

Developer(+1)

Hello hiddenone,

Thank you so much for your detailed feedback on my game! Cosmic Creatures was a little experiment to test the types of games I could make in MZ. I agree the grid-based movement was tricky to work with. In the future, I will probably look for a pixel-based movement solution to make the gameplay feel more responsive.

Thanks for letting me know about the map transfer bug. That event was something I meant to remove, but I forgot at the last moment. I had initially planned for more maps to give the player more chances at leveling up before the boss. Those maps were cut so I could finish the submission in time. It's actually cool you found the safe spot during the boss fight. I left it there intentionally to help the player out.

Once the voting period is over, I plan to release an updated version of the game with bug fixes, a more balanced upgrade/leveling system, and those extra maps. Thanks again for your comments. I'm glad I got to participate in this game jam.

Submitted (1 edit) (+1)

hey, really well made BritneyPringle, and top tier graphics! once the tentacles started coming out during the bossfight it got really difficult for me tho, hehe. But great game :)

52sec before deadline, that's epic btw! :D

Developer(+1)

Thanks so much for playing the game! Those tentacles can be a real challenge.

Yeah, 52 seconds... I was cutting it close with that one, lol.