Nice game! Died quite a bit, went up to 7 oasis before quitting. A suggestion: for the final ship, write the oasis count! Maybe you just need 8, in which case I would have tried harder :p
Also the second ship doesn't feel like much of an upgrade :/
Criteria | Rank | Score* | Raw Score |
Gameplay | #1 | 4.267 | 4.267 |
Audio | #1 | 3.867 | 3.867 |
Overall | #4 | 3.773 | 3.773 |
Presentation | #11 | 3.533 | 3.533 |
Art | #12 | 3.667 | 3.667 |
Use of the Limitation | #12 | 3.533 | 3.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Johannes Hörner, Lars Spendel
Software used
GMS2, Gimp, Aseprite, Bfxr
Cookies eaten
none, in general we ate far to little
Nice game! Died quite a bit, went up to 7 oasis before quitting. A suggestion: for the final ship, write the oasis count! Maybe you just need 8, in which case I would have tried harder :p
Also the second ship doesn't feel like much of an upgrade :/
Very nice game! kind of felt like it had an ecological message behind it about global warming or something ;^)
art was well thought out. very easy to tell what type of planet you came in contact with.
the controls felt nice.
The game was difficult but getting the unique dialogue from the "oasis" planets motivated me to keep playing.
It's nice that you paid attention to the story. It's definitely an ecological message. Global warming wasn't in our mind, but it's an interpretation which also fits well :)
It's good that you could easily distinguish between the planets. In the future I would like to add some planetary rings on some of the gas giants.
I love the gameplay, there's so much cool stuff that could be done with this ! Well the art is a bit ... okay, on the other hand the sound design is really satisfying XD
I loved your entry. I even started making "pew pew pew" sound out loud in the middle of my 4th attempt.
So for me, easily the best gameplay in the games I've seen so far.
Now, like others have mentioned, I can see how resource gathering needed a tiny bit more time to be polished, but this is a great entry as it is.
It also has really funny dialog. my type of funny, at least.
I really liked this game! It creates a chilling atmosphere with the music, visuals and dialogue, and it was so nice to play a jam game with a bit of story to it! The combat was sufficiently juicy as well, with excellent sound and visual feedback.
My biggest issues were:
- Sometimes I would fly into a planet and get immediately wrecked by the enemy ships there, perhaps don't allow ships to shoot at you while off screen? Or maybe a warning of some kind appears when an enemy is just on the edge of the viewable area, so we can still keep track of them even when not visible on screen?
- I had little direction on which planets to go to or what I would find there, sometimes I would really need water and only find minerals, or vice versa, perhaps some kind of radar could let us see upcoming planets to let us make a better decision on where to go? This would mean reworking the dead planets, but I think it would lead to a better experience overall.
Quality entry, high marks from me!
Thank you :)
- We're definitely going to change that you can be attacked while on a planet, that is mentioned a lot.
- That's a good point. We tried to create a feeling of being lost in vast space, that's why you can't see where you're going. But I think we have to balance that lost feeling with the actual progression of the game.
The shooting of this game is just perfect: the player has a good feedback through sfx and particle effects, and the enemies are not too op or weak. The moving enemies AI is the thing I liked the most about this game. They try to predict where the player is gonna shoot and that makes the game even more challenging.
The background, the audio, and the "fog" effect when the player is moving give the right atmosphere to the game, so well done on that. Just want to give you three tips:
1) sometimes it's difficult to see where the bullets go (except for the second ship) and where the enemy ships are (especially when the background is bright). Maybe you want to highlight more the bullets by making more big and bright (maybe with a trail or something) or maybe you just want to make the background a bit more neutral.
2) when the player enters a planet, the enemies should enter in a pause state, not going towards the player and shooting to him.
3) remove the ui from the game icon!
In the end, you managed to keep me entertained for 40 minutes and considering the average time I play a game of a jam is 5 minutes, that's a pretty good result! This game also reminds me of a game I used to play when I was a child called HellFighter32
Thanks for your kind words and for the suggestions, which are very helpful :)
1) I think you're right. The laser can be more visible. Maybe we will make them bigger or use some glowing effects, which will also increase the overall atmosphere.
2) The planet entering will be reworked. It's not good, that the enemies can shoot you down, while you're on the planet. We have an idea how to fix that.
3) Edit: Got rid of the UI in the screen.
I have to check out "HellFighter32" ;)
Wow this is super impressive! For the limiting time this is awesome! The atmosphere feels great and consistent. the movement feels great for a spaceship and destroying enemies also feels super satisfying. The variations in enemies are awesome and the different planet types are cool. If you ever plan on continuing development on the game having some upgrades (even if small) to manage would be fun! Also, while I am still trying I never got to the second ship yet :(.
One way to maybe fix the getting hit on the planet issue is maybe make it so any ship that spawns with a planet has to be defeated before it can be entered. idk if that would feel right though
One problem is when the ship enters a planet, the enemies can still attack you.
Other than that, both the audio and the graphics are pretty nice, the Oasis theme is well respected and original since it doesn't take place in the desert. The name goes well with the gameplay, so to me, it was pretty well executed! :)
If I remember correctly you are using godot. So in Godot, you would have to setup a collision layer for the player and another one for the enemies. If the player is an area2D, set monitoring AND monitorable properties to false for you area2D and disable the collision shape (the child of your area2D or KinematicBody2D). So On area enter, you disable all of that and maybe physics_process and process would have to be set to false. Hopefully it could help you! :)
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