FAQ:
Q1: Is this game inspired by Galaxy Express 999/ Galaxy Railways?
A1: Yes! Leiji Matsumoto is my favourite artist.
FAQ:
Q1: Is this game inspired by Galaxy Express 999/ Galaxy Railways?
A1: Yes! Leiji Matsumoto is my favourite artist.
Beautiful animations! The dialogue SFX are funny too. But what happened to the gameplay?
Edit: I gave a second try on the Windows version, and it's better. The clickable sprites in the main menu, and the wiggle when the character talks or when the boss gets hit are all attention to detail.Good job on the dialogue system and the art!
Impressive performance optimisation! It didn't lag on the web build except near the second corn field. (DADWALKER would lag with just 60 tomatoes in comparison) The gameplay is fun and relaxing. The UI looks fitting, too. It is not as easy to steer the tomato with my laptop's half-sized arrow keys, so adding WASD as input would be nice. Good job!
Edit: WASD was added, nvm then XD
I feel like you can sell this game on Steam already XD
It is impressive that the game data persists on the web version. How did you do that?
The 7th achievement is a bit inconsistent, my first few attempts of... "turning off" Crowki vision had no effect. But the gameplay is unique and the tutorial is helpful. Good job!
Thank you! My past jam games were too challenging to complete, so this game focuses more on the narrative and requires less skill for combat. (*cough cough* Necroplanets)
Some general tips:
- Send 1-2 ships periodically to scout the neighbouring planets (to keep track of enemy fleet size).
- Keep some ships in the captured planets to deter enemy attacks (except when done deliberately to bait the enemy fleet into a pincer attack).
- Build more low-tier factories before upgrading existing factories (since the enemy fleet can blow up the factories when there is no ship to defend the planet).
- Retreat often when capturing a new planet (instead of fighting the initially overwhelming enemy fleet).
- Always attack with around double the enemy fleet size, since more ships will destroy enemy ships faster and thus lose fewer ships in combat.
- If all goes well, this should take 30-40 minutes to capture all planets.
Thank you for playing! Your feedback is helpful :) The player can influence the number of bullets on screen by pausing the cannon, since enemies merge together over time. The wood monster spawns more bullets than the other four, which makes it a priority target. I agree that the elemental mechanics could be fleshed out more.
Thank you for playing! We tried to have unstable enemies while keeping the gameplay stable (deterministic) for replayability. I agree that the UI and tutorial can be improved, which we traded for more debugging time. Mapping the number keys to elements is a good suggestion. We originally had five firing patterns (one pattern per element) mapped to the number keys, but removed them after we reduced the patterns to the current three.
Waited for 3 minutes and the game finally loaded... and crashed after the intro on Firefox, so another 2 minutes waiting in Chrome and it finally loaded properly. Oh well, here's a detailed review after the sunk cost.
The game is decent, with functioning hit detection and player/ enemy movements, but my educated guess is that the code is unoptimized (my fans became jet engines). The pure realistic style is amusing, especially with the (unskippable) intro cutscene, though the player sprite turns black in certain animations. The enemy spawn rate is slow until I hit 6000+ score, when it suddenly spawns a huge swarm of enemies, filling the entire screen.
The shoot direction is a bit buggy, as sometimes the bullets would shoot backwards relative to the player sprite's facing direction. The bullet speed also varies depending on how far I aim, probably because of using a non-normalised direction vector to calculate the velocity vector.
I've heard that coding in Unity is hard, but a quick search online of "unity rotate sprite using vector" gives the same solution to the angle problem in "Make sprite look at vector2 in Unity 2D?", so using AI is probably unnecessary. Note: If this were in Godot, it would simply be Node2D.LookAt(Vector2 point).
Anyway, try to export your game early and often to prevent such loading issues. If any code changes break the game, you would have older exports as backups.
Good luck on your next jam!
Interesting take on the bullet hell genre by not letting the player shoot back.
The gameplay and visuals are quite smooth, although the player's hitbox is a bit large, and the bullet/ water detection is unreliable. Sometimes, the same bullet deals damage multiple times, and sometimes I hit the water after pressing Space at the launch pad.
Overall, I think it is a game worth exploring more.
I want to play this game longer, but the small window in my 2k monitor makes me squint my eyes.
I love the impactful screen shakes and the window-wall mechanics. The breaks/ minigames also feel fresh. The controls are great, though I accidentally closed the game multiple times when pressing Esc to pause/ go back. It is also interesting to see how bullet hell gameplay feels so much more "alive" by allowing the player to choose where to aim.
Overall, it is a great game!