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Space Knights's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #23 | 3.474 | 3.714 |
Audio | #26 | 3.074 | 3.286 |
Gameplay | #27 | 3.207 | 3.429 |
Overall | #37 | 2.860 | 3.057 |
How well does the game fit the themes? | #41 | 2.138 | 2.286 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #42 | 2.405 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
9hrs
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Comments
I don't really see how the game fits the theme of bi-directional.
One of the key components(to me) to the tri-jam is to credit any assets you don't create for the jam in your description, seeing a comment that you did use some but not actually crediting them properly was disappointing.
The game play itself makes sense, fast paced (almost too fast paced) and the addition of the slowdown mechanic is a nice touch if you need a moment to collect yourself.
While I think the game is well made, the music is a bit too much and not adding credit to the original assets is a shame.
I don't really understand how this game fits the theme.
The gameplay is quite smooth, but it gets quite boring after a while. I didn't even need to use the slowdown ability. Maybe make it so some enemies were so fast that you needed to slow down to take them out. I did see multiple enemy variants, but I don't exactly know what they do.
The graphics are really polished, even for the 9h dev time. The shooting was satifsying.
Good job!