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A jam submission

DragonxyView game page

Defeat hordes of dragons in space
Submitted by monninen, Jokuihanvaan — 4 hours, 5 minutes before the deadline
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Dragonxy's itch.io page

Results

CriteriaRankScore*Raw Score
Design - How well was the theme and limitation implemented?#33.8333.833
Fun - Was the game fun to play? This is all that really matters, right?#43.3333.333
Overall#43.5003.500
Visuals and Sound - Did the games art and sound fit well?#43.6673.667
Overall#43.5833.583

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How did you incorporate the limitation and how did you use the (optional) theme?
There are 6 possible upgrades and you choose 3 of them during the game. There are 4 types of dragons as enemies.

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Comments

Submitted

I'm kind of running out of ways to intro my comments but nice game!

I like the way the game controls there's some decent enemy variety and all around it's a short but sweet shoot em up experience. I like that the enemies have some different properties but I feel like none of them really force me to switch up my game plan in a super meaningful way. The upgrades feel not that impactful but I think that's just cause the game is fairly short and not all that difficult so having a faster fire rate just isn't super notable. The upgrades menu was also confusing and I wasn't sure why it wasn't working when I clicked the buttons. And on top of that the menu popping up in the middle of combat is scary. The two headed boss dragon is a bit underwhelming and the game ends very abruptly but I liked it alright. 

The visuals are pretty solid there's plenty of particle effects and good visual feedback. I noticed this in somebody else's project too but the really big feedback stuff like screen shake and sfx feel somewhat misplaced in this project. Since I'm basically always shooting having a loud sound effect and the screen shaking isn't really necessary and those kind of effects should probably be saved for more impactful moments like an enemy dying or the boss appearing. I think that would improve the game feel a lot. Also the white outlines are like kind of weird, they do a good job outlining the important elements on screen but something about it just does not make my eyes happy.

Overall solid project. Thanks for making it!

Great work! the game's design is pretty solid for a jam! 

Nice work on the sprites and particles!

Some things I would polish in a bigger version:

Pause gameplay during the upgrade UI

The blue and the red dragons did not seem all that different from each other.. maybe some type of build up animation for the faster shooting dragon would help.

The player controls felt a little clunky, like you release the key and the player still moves for a few hundred milliseconds. then this is exacerbated when you upgrade the players speed. I would set the players input methods to be in Update() and then adjust the player's ridged body physics in the FixedUpdate(). Here is more info on that via Unity Answers

I couldn't tell right away that I was fighting a boss until I noticed it had two heads. Im not sure how to announce it better... maybe a big health bare appears at the top or bottom? maybe it flashes when you hit it? maybe the background flashes when it enters? all kinds of options.

I think I beat the boss... or did I die at the last second?... I'm not sure because it just says thanks for playing... your welcome, for sure! but reward the player if they won. players like being told how great they are lol... and if I lost you could probably just restart the game and I would figure it out, but an explosion first is always best. 

Overall a really great jam entry! I think you did a good job of ramping up the intensity smoothly and comfortably, while still keeping it challenging.. that's always a difficult balance, so big kudos!

Keep it up!!

Submitted(+2)

Fun, short and simple.

Didn't like how upgrade menu appears while fighting enemies.

Overall nice visuals and audio, good job and thank you for creating!