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The Key to Victory is W's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1486 | 2.000 | 2.000 |
Artistic Style | #1697 | 2.000 | 2.000 |
Cleverness | #1896 | 1.000 | 1.000 |
Theme | #1934 | 1.000 | 1.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I found the game running smoothly. The art was simple and retro. I really missed the sound effect. This game seems to have been made for another jam. I look forward to seeing what you create for the next Jam!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Asteroids (wasd), with two shooting mouse buttons(lmb/rmb). The key to victory isn't just 'W'. 7 7 7 [GDD: https://docs.google.com/document/d/1EcwtVsTFGjrubJruRYFFuQiZhO2P1T4h6ewsivfnMHk/edit?usp=sharing]
Extra Notes
Was tangentially inspired to try a Gamemaker tutorial from their YouTube, and accidentally fell in love with an idea. Then realized I might as well submit it, since it's within the scope and span of the jam.
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Comments
The fact there's an anonymous judge that came in well after Faulko's comment, AND misses just about every mark, is either an elaborate troll, or just deeply hilarious. Well undone nameless ewe sir.
That said let me roast you.
"I found the game running smoothly."
I am using GMS Free, it runs in a VM (tanking performance), and there is hardly any game apart from rowdy untuned controls designed to provoke innate ideas WIP. This is all solely dependent if you are running this webpage on a toaster or not.
"The art was simple and retro."
I acknowledged my favoritism for Galaga as an arcade game when prototyping ship sprites, as I didn't want to let that fuel my design at all.
"I really missed the sound effect."
I don't want to shame you for being deaf but.. the clicks of your mouse and the clacks of your keyboard were the intended auditory experience, sorry you missed out.
"This game seems to have been made for another jam."
At the tail end of this jam I had decided to participate because it coincided with a tutorial I had just started, but reading isn't everyone's strong suit, that's okay, I gotchu:
Extra Notes
Was tangentially inspired to try a Gamemaker tutorial from their YouTube, and accidentally fell in love with an idea. Then realized I might as well submit it, since it's within the scope and span of the jam.
you're welcome ^u^ ~!
"I look forward to seeing what you create for the next Jam!"
After reading allat I sincerely hope for the both of us that I never participate in another jam again. If others' expectations are forfeiting reality, when someone has put their all into providing a game in the advent of learning how at such an impulse, then there is truly no point. I ought to just do something else then if I cannot be conceived to have MODIFIED A TUTORIAL TEMPLATE not even in the full timeframe of this jam for my own fun. If that's going to break your brain that badly.. Yeah I'll not be inciting myself to participate in any more game jams, would be a thorough waste of time.
Also your ratings make no sense.
You gave: Playability (2)
Corrected: Playability (1) [note: please stop playing mobile games]
You gave: Artistic Style (2)
Corrected: Artistic Style (1) [note: a setting is not a style, which is the only artistic stylization being differentiated apart from the other ratable categories. And sidenote just because Thor's face is beautiful, it does not mean you can maliciously improve your rating out of favor for the almighty keeper of 7, that is all]
You gave: Cleverness (1)
Corrected: Cleverness (2) [note: there is only 1 puzzle to 'win the game', but since 1 is the lowest I cannot in good faith give an objective 0 to what can only be described as 'asteroids with a short bite of wit']
You gave: Theme (1)
Corrected: Theme (2) [note: like in cleverness, it's not absent. I use and describe darkness' role, and include it as an undertone within the design philosophy, along with alchemical practition of your spacecraft. You are 'in the dark' about most things, but there are parallels in alchemy in terms of player control/use, and darkness when it comes to the environment in more subtle ways, not direct emotional tikotoks. Curb your enthemesiasm]
Jokes aside, I feel rather complete with having made the jump into trying gamedev for the sole purpose of this jam and my own curiosity. The fanfare of networking yourself to others via the jam dejected me from participating before I even submitted, so it's safe to say I was already on track to abandoning this out of relation to that bit of interoperable chicanary.
Fin(ch)
Saw that this was a project made to learn from a Gamemaker tutorial. It's working really well! The controls were a little different than what I expected, reminding me a bit of tank controls from classic 3D PS1 games like Silent Hill. Once I got the hang of it, it was fun to try to dodge the asteroids whilst trying to rein in the ship and not let it float too far. I also somewhat enjoyed that I could shoot really fast if I clicked quickly.
It works really well. Well done! Keep making stuff!
Thank you so much for the feedback! <3 I totally agree, it is definitely 'reign in the ship' territory instead of letting it fly, which I am hoping evolves into the risk assessment I intend this game to be (commonly not present when someone just holds the w key in a shooter game). My hopes include letting things like clicking quickly to be on the player, and not the upgrades they choose whenever I get further in (freedom of expression, not of consequence). Was afraid I was delusional so it makes me happy to know the underlying goals are having affects I was looking to achieve! I am very sporadic but I'm peeping your game with a vengeance next brain cell I get ╓ºuº╖ (frog because default pfp).