The overall gameplay is well structured. The shop, stage selection, and upgrade system are tightly coupled. I was impressed with this replayable game system.
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Merc's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept (gameplay) | #169 | 3.083 | 3.083 |
Overall | #216 | 2.889 | 2.889 |
Presentation (visuals) | #219 | 2.833 | 2.833 |
Theme | #243 | 2.750 | 2.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Loved it! I always felt I had a good control of my ship. I really liked the mission variety (would be cool if there was something to collect during the asteroids) and the upgrade shop in the end. I almost made it to the end, but the game's very addicting.
Hugely impressive that you managed that many mechanics and different screens in 48 hours with a custom engine on top of SFML! I like the concept quite a bit. Kind of surprised I haven't seen an asteroids-like with the FTL roguelike map mechanics, actually, because this worked super well. Excellent entry!
Awesome work, there's a lot of content for a jam game and on top of that made using SFML, well done. The map system reminded me of FTL.
the controls are a little confusing, maybe shooting with space key will be better, and moving forward with up key. i like the theme but visuals are quite boring. nice menu system. i don't undertand very well the map. nice game
Thanks for playing!
I wanted to make it so that players could rebind the controls however they like, but sadly I didn't have the time!
The map starts you off on the left with 3 missions to choose from. After you complete a mission it gets highlighted in green and you can then choose from the 2 missions to the right of it which are connected to the mission you just finished by white lines. I wanted to allow the player to view all of the possible missions from the beginning of each run so that they can strategically choose which path they want to go down. To show that only some missions are currently available all of the unavailable missions have a light X over them
Great jam entry!
My only gripe is that hitting the level boundary also reduces health. Keeping track of rotation, enemies and not to overaccelerate on top was a bit hard.
Thanks for playing!
I appreciate the feedback, I couldn't decide whether or not to have the bounds hurt, I wanted to dissuade players from just camping the edges but I also didn't want it to be too hard. I decided to err on the side of difficulty because it's a rougelike, but this is why it's important to have beta testers!
If Asteroids meets StarFox. I read your comments below about using an SFML-based engine with a lot of custom code that’s no small feat! Windows Defender did snipe the executable during runtime but from what I saw it was pretty neat.
I like your game :) The Star Fox like level selecton is a nice touch! Did you make the engine from scratch?
If you ever come back to this, it would be awesome to see some story elements in the game. Maybe the last boss taunts you or there was some betrayal like in Cowboy Bebop xD
Thanks, I'm glad you liked it!
Sadly I had to cut the story for time, but that's definitely something I'd add in an update!
"Scratch" is a bit of a misnomer in C++, everyone uses SOME libraries of pre-made code just because there's no real reason to completely reinvent the wheel. My engine primarily uses SFML for cross-platform rendering and keyboard/mouse/gamepad input, as well as a LOT of custom code I wrote to serve as a framework for my games and facilitate making games fast. I wrote the engine before the jam started, but everything that makes Merc an actual game was done during the jam
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