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Inter(stellar) Mission's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #10 | 3.348 | 3.348 |
Concept | #10 | 3.435 | 3.435 |
Overall | #15 | 3.207 | 3.207 |
Enjoyment | #16 | 2.957 | 2.957 |
Use of the Limitation | #18 | 3.087 | 3.087 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Design and code by Justin Chartier and John Day of SAWD Games (https://sawd-games.itch.io/), Art and Audio by Kuang-Yu Cheng (https://cheng8141.itch.io/)
Software used
Godot 3.5.1, Paint, GIMP, 8 bit sound generator.
Use of the limitation
Our use of the limitation was to make each remaining ship in your squadron power up significantly each time you lose a ship.
Cookies eaten
At least 8.
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Comments
This is a very nice game!
The thing I like the most about this is the innovative use of the ‘Losing is good’ limitation (I’m not talking about the upgrades the remaining ships receive, but that itself is already a good enough use). Whether the game is designed to be this I don’t know, but I really like that a ‘lost’ ship just don’t disappear and instead became an invincible target for enemy turrets to shoot at (that is close to it, of course), completely ignoring the remaining ships so you can dash through to the finish line. Even though the gameplay can be sometimes quite simple (I found just dashing to the finish line works most of the time) and can be expanded upon, all in all, good work!
Happy you enjoyed the disabled ships staying on the map, that mechanic (and most of the game, really) was inspired by the battle room strategies from Ender's Game.
The concept is well implemented! The default difficulty is just too hard to begin with. You need at least some precise way to maneuver even when you are the last squadron, it is still hard to change direction. I think that the player's bullets are too small and killing enemies is just not worth it. Running through enemy bullets towards the end is the way to go but the controls make it very unfair and hard. Otherwise, the concept is fun.
Fun idea and use of concept! The only thing I didn't like was the controls. It was very hard to move and understand, but other than that good game!
quite a unique use of limitation
I like the idea of the game! It's pretty unique and I like that the more ships you have, the harder it is to move, but with less ships, becomes much easier. The art style is simple and retro, which is pretty nostalgic and fits the game very well. The music and sounds were also pretty well-made.
However, the controls seems to be a little hard to control, and the enemies feel quite a bit too hard to kill, but other than that, great work!
I really like the neon effect! The game itself is nice, however the controls are a bit different than the usual Asteroid-type mechanics. The limitation has been used in a very simple manner, thus making it a relaxing game to play. I think this game can be made into a really good game in the future, specially if you improve the gameplay mechanics and he spaceship graphics. Overall, a good game :D
Great work my friend, it's great to work with you during this jam.
Creative game name. Mechanics are good. I felt like in a tower defense game but i am the enemy that it has to reach castle. Good job.
An interesting concept! It took me a couple of goes to get the hang of it. The controls for the ships seems counter-intuitive (I was expecting left/right to turn, forward to thrust, etc.), but it just took some getting used to. Artwork, music and sounds created a good retro feel. Nice work!
I loved this game. The mechanics are smooth, the cyberpunk neon colors are eye pleasing and I loved the concept of charging ships as the ain ship. It takes me back to the time I made a similar concept for a game jam. Limitation could be improved slightly. Overall this game was a stress buster. 9.5/10 for this game
Happy you enjoyed it! Changing ships was almost a much more important mechanic, but we decided to have them all move at once instead of separately.