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A jam submission

StarshipView game page

Shoot ships and take names!
Submitted by NobleBytes — 7 minutes, 43 seconds before the deadline
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Starship's page


CriteriaRankScore*Raw Score
Overall score#313.0003.000
How would you rate the game's gameplay/mechanics?#342.8462.846
How would you rate the creativity of this game?#382.7692.769

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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The style is really cool and ties in well with the minimalistic theme and the controls are nice, but the game is a little too slow paced. If you increased the enemy count or speed I'm sure this would make a really fun game! Also, congrats on finishing your first game!


Cool controls, really neat visuals and all, but the gameplay is waaay to slow, pump those enemy numbers way up! :D


For sure, I'm gonna be tinkering with it for a while. Thanks.

Submitted (1 edit)

Particle effects and ennemies are sympathic. I liked these clean graphisms ! The game is just too easy, i think a could hit theses ennemies during one hour without losing :D Well played !


Lol my sister got 380 without even moving. If I had more time for play testing I could have gotten more out of it. It was a good learning experience.

Submitted (1 edit)

I like the idea that aiming and moving are two separate things. The spawn rate and bullet speed can be increased to make it more fun. Overall, I like the maneuvering  of the ship, the particle effects and the enemy movement patterns.


Yeah I had added hundreds of variables throughout the game tweaking speed, DPS, and other things and in the end I just didn't get enough in the final cut and it was pretty muted. I'm not letting that bother me. I completed my goal (which was to at least finish). I still have three coded enemies to toss in. I think I'll keep the project around for a part II jam or something.

Thanks for the input.


It was a lot of fun, but I wish the difficulty had ramped up a bit faster. I loved the particle effects, though. The way they bounced off the player and enemies made the kills feel really awesome.


Yeah I know. There's actually three different enemies and they had different flight patterns and characteristics, but I just overslept too often and couldn't get them in the final cut. The code was there but I really struggled with making a proper difficulty ramp. Lessons learned I guess.