Sorry about that bug! That was one we never ended up being able to track down and fix.
Thanks for playing our game regardless!
The pixel art, screenshake, and particle effects are all so beautiful and work together so well! I really enjoyed the weight of the choices I made each morning. And the bullet-spread mechanic as your cursor is further from the wall was a great touch!
Was this made in Picotron? Regardless, very well done!
Thanks for the kind words! Although seeing that you left this comment on every submission in the jam, it is a little disheartening - if you’d like to leave feedback, it’d be nice if your words were specific to the game you’re commenting on instead of a copy-pasted message.
Best of luck on the jam and good job with your submission!
Another Achie banger! The chunky pixel art, charming dialogue, and adorable premise - it’s enough to make any grown game dev cry!
Extremely well (haha) done, I had a blast with this one. One thing I’d love to see if you were to continue the game would be clearing the screen of all bullets before spawning the next wave in you can you can’t “cheat” >:)
I hope your experience with Usagi was good as well!
I actually had a lot of fun with this submission!! I really hope you can get it into the official PPJJGG #5 jam page. Regardless, the level design was clever and the gameplay / execution on the theme was really fun to me! Hand painted textures looked really nice too.
I ran on Linux on a 3070 GPU and Ryzen 5800x CPU and didn’t experience any issues with performance (outside of one stutter when the first bullet collided with an enemy). After that it was smooth sailing!
Great work on your submission! I really like the arpeggios in the background music and the cute pixel art you put together!
If you were to continue this project, I’d love to see the meteors have different speeds (maybe slower for more vertical meteors, and faster for more horizontal meteors) - this would give the player a better chance to react to one popping up on the screen!
Best of luck continuing on your game dev journey!!
Thank you so much!! There’s a niche console called “Playdate” where I’ve vastly polished the gameplay and animations! I think it does very well handheld - seeing it in a cabinet would be a dream come true 😍 if anyone makes cabinets and would like me to re-imagine XTRIS for that format, let me know!!
Thank you so much for the kind words!! I really appreciate them <3
As for the name, I do regret it a bit - at the time, it was inspired by Tetris’ tetronimo shapes and therefore I wanted to pay homage to that, but as time has gone on, I feel less enthusiastic about the title XTRIS. Despite that, I’m proud of this game (and especially of the Playdate version I’m launching in less than a month!).
Thank you so much for playing!!
Thanks Ceph! Planes are color coded, as you probably noticed, but also in the top-left corner of the UI there is a number of arrows that indicate how fast the plane goes :)
And for our differently-sighted friends, who might struggle to differentiate color, each random flight code starts with a prefix unique to its color - BL for blue, RD for red, and YW for yellow!
Thanks so much for playing my game! I should have had a more intuitive guide to the user interface, it’s tripped a few people up.
And lastly, no, there isn’t a way to edit the flight paths once set. That’s part of the puzzle :)