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A jam submission

Space Rescue SquadView game page

A homebrew SNES platformer game
Submitted by undisbeliever — 8 hours, 17 minutes before the deadline
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Space Rescue Squad's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#43.7203.720
Hardware#43.6003.600
Gameplay#43.8003.800
Sound#43.8003.800
Theme#54.0004.000
Graphics#63.4003.400

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Yet another great game — really, absolutely nothing to complain about. Even the music is catchy, and the adventure is fun, with two different weapons for the hero. It’s true that a big graphical update would help make the game even more enjoyable, because you can tell there’s a lot of good intent behind it, but unfortunately it still feels quite minimalistic in that aspect. But honestly, the game is engaging, the gameplay is responsive, and there are even underwater sections — it’s really not bad at all. Looking forward to seeing what comes next!
  • Backgrounds and a lot of tiles are missing, but the hero and enemy animations are nice. And in terms of exploration and gameplay, it's quite satisfying.
  • I like where this game is going, and enjoyed what I played so far. This game could benefit from some more polishing but was well done for a game jam.
  • Solid metroid-ish platformer with a gravitational twist which is quite rare on the SNES! The setting and atmosphere turned out to be nice, hopefully you will continue developing this game adding more content. Maybe some computers should leave messages when trying to interact with them, to give some background information on what is actually going on?

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Comments

Submitted

It's a great game with a good atmosphere. I like it very much.

Submitted

I'm envious! You clearly delivered on the scope for your project, and there is so much present! Clearly I need to take some notes from your production process as I lacked focus.

I agree that a visual overhaul would make it more engaging, but the core mechanics are solid and fun. I hope you get some time to do further polish and this project could really shine bright :)

Jam Judge

Yet another great game — really, absolutely nothing to complain about. Even the music is catchy, and the adventure is fun, with two different weapons for the hero.

It’s true that a big graphical update would help make the game even more enjoyable, because you can tell there’s a lot of good intent behind it, but unfortunately it still feels quite minimalistic in that aspect.

But honestly, the game is engaging, the gameplay is responsive, and there are even underwater sections — it’s really not bad at all. Looking forward to seeing what comes next!

Submitted

My first impression based on the screenshots was that this was going to be one bland game.
But quite the contrary! The controls are nice and smooth and the fantastic music gives this game a unique, relaxing atmosphere. It recalls early 90s SNES music in the best possible way. There's also quite a bit of content for a 2Mbit game. My only two gripes: Falling down stairs after climbing to the top and the last boss is extremely hard, I was just barely able to beat it after way too many tries. Maybe I missed something? Overall, a fantastic submission!

The music ended up like that mostly because I wanted to be a cheapskate about the memory consumption on the sound side (with one exception (at least for what was used), that being the snare drum, it's all small BRR files just a few blocks at most, and I took advantage of hardware glitches to get different sounds out of the waveforms, along with a few hand-crafted ones here and there), and the Terrific Audio Driver allowed me to do just that not just with the samples, but also with the music data. For added fun, I also used an FM-like effect in both the Title Screen and Credits songs to produce a glockenspiel-like sound. And because I'm being so cheap with the memory, this also means I could use the highest possible EDL value if I wanted to, which I used for the Title Screen song.
Developer

I'm glad you enjoyed it.

The boss needs more iteration to get the timing and difficulty right.  It's a lot easier to defeat the boss with projectile attacks compared to melee attacks.  Maybe that's what you are missing?  I wanted to add a room that required the player to shoot projectiles and destroy targets before a door would unlock (so the player knows about the X button) but didn't have the time to code it.

I leaned towards a slightly more difficult boss over a very easy boss. I guess I got too used to the boss when deciding it had 6 health points.

(+1)

A nice start. Faster firing, and I think ducking to shoot a bit lower would be nice. Good stuff. :)