Clever mechanic, splitting the movement and attack into the blue/red bars. I had fun blasting through the waves and seeing what all the different weapons do. UI is nice and clean too, especially the warp indicators. I didn't make it to wave 50 to fight the boss (the difficulty seemed to ramp way up around wave 10) but got a score a little above 1,000 so not half bad. Great job on this!
Play game
Space Attack's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical Implementation | #81 | 3.347 | 4.000 |
Overall | #144 | 3.012 | 3.600 |
Graphics/Animation | #156 | 3.108 | 3.714 |
Music/Sound | #160 | 2.869 | 3.429 |
Fun/Design | #166 | 2.988 | 3.571 |
Theme/Limitation | #198 | 2.749 | 3.286 |
Ranked from 7 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)?
Restriction: The boss is on wave 50. Theme: the edge of the game is used a lot, as with screen wrapping, the enemies coming form there, the boss is always on the edge, never fully revealed, the edges lock and prevent screen wrapping. Furthermore, when you drink too much caffeine, you're on edge, because you have pent up energy. The entire energy balancing mechanic fits in to that. If you have too much of it, you get hurt, you need to spend it so you're not on edge anymore.
Team Size
What main engine/tool/language did you use to construct the game?
Unity, C#, Krita, Aseprite, Visual Studio Code
Which diversifiers did you use, if any?
Shapely
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