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A jam submission

Lost in SpaceView game page

Survive as long as you can and defeat endless herds of Alien enemies!
Submitted by kier7744 — 5 hours, 58 minutes before the deadline
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Lost in Space's itch.io page

Results

CriteriaRankScore*Raw Score
Overall/Fun#462.5712.571
Overall#512.2622.262
Innovation/Theme (If the optional theme is used)#572.0712.071
How polished/complete is it?#632.1432.143

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

game with a cool idea and matching the theme, I only felt a very high frame rate drop playing in the browser. And the sound was epic.

Developer(+1)

Thank you for playing, FPS issues will be resolved after the game jam so I do apologise! Glad you enjoyed the sounds!! 

Submitted

Wow, it's crazy that came up with this in 3 days. Great work! I would love to see how you would've built on this solid foundation.  I would've enjoyed a secondary fire option so I could group the enemies and blow them away quickly.  Great work though!

Developer(+1)

Thank you so much for playing! 
The whole code is available on github, you can see the torment I put myself through for 3 days 🤣
I am building on v1.2.0 over the next month or so, so that I can actually include better graphics, different enemy types, bullet types, actions and movements. Also building a score board, but that is proving difficult lol 
Prolly shouldn't be doing this alone hahaha 

Appreciate your feedback!! 

Submitted(+1)

This is crazy for something made in three days without an engine (seriously, how on earth did you export something made with pygame to web?). It's also just a really solid top-down-shooter.

An autofire feature would be nice, and of course more enemy and power up variety is always better, but again I can't be too harsh because of the conditions this was made under.

Well done. I'm jealous.

Developer(+1)

Thank you for playing!! 

Python is my primary coding language, so learning pygame was pretty straight forward, but as I'm new to game development, I was really worried about submitting this, and everyones comments have been so nice!

Feel free to check out the source code, you can see the absolute hell I went through to achieve this without an engine haha.
Also I appreciate your feedback and have added it to my enhancement project for the next version!! 

Submitted(+1)

Cool! I liked the movement, there were a couple of really tense chases. Really great entry for a solo dev :)

Developer

Thank you so much for playing, glad you enjoyed it! 
All I need now is a graphics designer 🤣

Submitted(+1)

Cool entry! I played until the game turned into chaos. I missed some upgrades, but I was overall fun

Developer

Thank you for playing, glad you had fun! 

Submitted(+1)

I'm not sure if it was just my browser but the game was running at about 10fps? Everything was extremely slow and I definitely felt like it was meant to be moving faster.

I'm using Safari on an M1 Macbook Pro.

I really enjoyed it even when it was slow, gave me some Brotato vibes for sure. Happy to try it again if there's a fix for the FPS!

Developer

Hi Christian,

Sorry to hear about the FPS :( 
The games default is set to 60, so I am unsure as to why yours was considerably lower. 
I haven't tested the game on safari, but I will try this later on this afternoon and see where the issue is coming from, I am new to game development, so this might take me a hot minute to sort, but I have added it as a bug and will try my best to fix this! 

Thank you for playing! :) 

Submitted(+1)

I've just tested on Chrome and it works great. Much faster and more difficult!

I love the enemy movement. Would love to see some more types of enemies and unique movetypes.

I'm sure you've already thought of this, but upgrades other than ammo and health (such as permanent increases or new weapons) would be extremely fun to create.

My only wish is that I can click on the upgrades rather than having to press keys.

Really nice work on this one mate, keep it up!

Developer

Glad you like the enemy movement, and I really value your feedback!
I am currently in the process of working on movement animations, and next week, I will begin working on 1.1.0, which should include the following:

Score Boarding:
- Allow players to use a unique username tied to a player_id for score tracking.
- Create a leaderboard to showcase top 10 players. 
- Create a view leaderboard button on the start screen, and showcase leaderboard on player death.

Power-ups and Levelling:
- Add additional power-ups upon enemy defeat.
- Implement new player-perks upon levelling up.
- Introduce new enemy variations as player levels up. 
- Slow down XP gain each level up. 

Enemy Health:
- Implement a health system for enemies.
- Create death animations for Enemy & Player classes. 

Enemy Variation
- Create different types of randomly spawned enemies with different difficulties. 
- Enhance the variety of enemy sprites, movements patterns, and shooting behaviours. 

Submitted

In web games, it gets fixed turning on hardware acceleration, buy I don't know about Safari.

Submitted(+1)

Yeah, main problem is that when the player runs out of ammo, thats it. it would be nice to add some sort of melee option (even if it was incredibly weak, maybe you would need a few swings) so the player could kill with no ammo to regain it.

Developer

Hi Aletuno,

The rationale behind the existing ammo regeneration mechanism is centered on enabling ammo replenishment exclusively through perk pickups or upon reaching 100 experience points. This design choice aims to introduce an additional level of challenge to the game, encouraging players to prioritize evasion and accuracy over continuous rapid firing.

I am however going to be changing this when I introduce enemy variations, and bosses. Also, I really like the idea of mele as a right-click option, and might introduce this over the next few days!! 

Thank you so much for playing! 

Submitted(+1)

Cool Twin Stick! The enemies start going fast at some points, I don't know if it's intended, but it did give me a few close calls

Developer(+1)

The speed up certainly is intended! The velocity increment was set at * 2 when I was making it, and that chaos was unbelievable! haha, thanks for playing!! 

Submitted(+1)

In that case I'd recommend an icon or telltale sign with a warning sound to communicate these sudden charges. It'd add to the sudden surprise and also pavlov the player into a rythm, which you could break sometimes to keep'em on their toes

Developer(+1)

Ooh I love that! 
I've added that to my to-do list for next week, will have to think about how I want to alert the player 🤔 I'm redesigning the UI and graphics at the moment, so might add something to that! Appreciate the feedback! 

Submitted(+1)

Nice game! But I had no ammo and couldn't do anything! The graphics are neat :)

Developer(+1)

Thanks for playing! 
I was going to make ammo regen as a slow timer, but decided that getting the player to reserve their ammo, and focus on picking up ammo perks etc,  added another layer of difficulty to the game. However, when I add bosses and levels, ammo regen will be time & progression based I think :)