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Space Turtles's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1 | 4.444 | 4.444 |
Intention | #2 | 4.778 | 4.778 |
Overall | #3 | 4.400 | 4.400 |
Completeness | #5 | 4.000 | 4.000 |
Implementation | #7 | 4.111 | 4.111 |
Linux compatibility | #11 | 4.667 | 4.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Of all the jam games, this one screams "make me a product" the most! The completeness of the design and implementation are awesome!
You already know about the balance issues. And there's need for some tutorial, obviously. I guess what other cool things could you add? Going down to the planet for a little R&R/adventure? No? How 'bout make it multi-player and let one person move the ship while another attends to the turrets and weapons. Heck, another person could run around doing repairs real time.
There's so much you could do! I hope you decide to keep going!
I'd sure like to know what ace developers such as yourself think about my game! Please give it a try and let me know what you think in the comments. Thanks!
For some reason I can't fire the turret. So I end up losing a lot of the ship right off the bat. Seems like no one else is having this problem, but I can't see what the issue could be. Or is it supposed to be like this?
Edit: Figured it out. Duh! For others who also got stuck, you have to move the little dude/chic/whatever to the tile/terminal near the turret itself toward the front of the ship. Then press "E" to interact with it. Then you can mouse aim and fire.
This rad! A very ambitious and potentially large scope project for a game jam. I am impressed by how much has been realised here.
I encountered a situation where I didn't have enough cargo space to take on the remaining missions at a planet (I had already completed the ones that I could afford to take), which effectively ended my runs.
The upgrade system was not obvious to me, and unless it was explained in chat, I suspect I would not have discovered it on my own. It also wasn't immediately clear to me that resources that flew off the screen during the transit phase were collected.
I noted in chat when you joined my stream that the Linux binary did not have executable permissions. It would be good to either resolve that as part of your build process or make note in the install instructions on your game's page.
I can see a slightly more polished version of this being really enjoyable for long play sessions. If you continue development, I'd love to play more!
Great game, alot of complexity for a 10 days, it looks and feels like a prototype for something that can become "full" game
Which engine did you use ?
We've used our own fork of Godot 3.4, that combines an outstanding pull request which made merging scenes easier for us.
Its public on github if you're interested in checking it out: https://github.com/PumpUpTheJams/godot
Ok. Thanks
Hey! What pull request is it? Thanks!
I reallly like it. It took me some time to realise that I needed to claim the rewards of a mission before accepting another one.
Thank you!
good point, i'll see if we can make the reward presented to the player better
Very detailed game! I really struggled to place items in the ship, and no refunds on missclicks is brutal.
Thanks for playing our game!
The ship editing and module upgrading has been a lot of work, and we didnt get all the usability fixes in ontime for the jam ending.
so i completely agree that its more brutal than we wanted it to be.
cool