The menu could be a little easier to read. The game, itself, was really fun. I actually got pretty far into the game without ever using a thruster because I didn't know how to get the ship to move. I started again and tried with the thrusters and it was really tough. Which is good. The thrusters work the way they are supposed to, but it takes a bit to get used to them and adds a new layer to the complexity. If it wasn't for the fact that you can basically win the first 8 waves or so by staying in one place and shooting it would be a great game. I would suggest having the spawn in point shift a bit after the third wave so that you are forced to move. Also love the color scheme, and the music was fun but it got a bit repetitive quickly.
Play game
Quasar Blaster's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.000 | 4.000 |
Technical Implementation | #1 | 4.182 | 4.182 |
Graphics/Animation (or Imagery/Style) | #1 | 4.545 | 4.545 |
Music/Sound (or Tone/Language) | #5 | 3.727 | 3.727 |
Fun/Design | #5 | 3.818 | 3.818 |
Theme/Limitation | #10 | 3.727 | 3.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
All graphics are made with (slightly modified) C64 PETSCII (only the ASCII characters therein) and you start small with only a single ship
Team Size
Pair (2)
What main engine/tool/language did you use to construct the game?
Godot (Mono C#)
Which diversifiers did you use, if any?
None
Leave a comment
Log in with itch.io to leave a comment.