Hi TNM, I tried to make the game more approachable by adding a single player mode with only one spacejet instead of two. I hope the game is more approachable to you now!
Londolan
Creator of
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This is surprisingly quirky. With the title and the screenshots, I was expecting something very dark. But this quirkiness would fit at Newgrounds well.
Some stuff to improve:
- some enemies continue for a split second after hitting them, this shouldn’t be so
- the ‘slide after stopping walking’ mechanic needs some balancing, right now it feels like the sliding is a little bit too much
My, what a delightful story. Feel good vibes to it. Personally I would pick different music for the title screen and for the in-the-car scene at the start.
The title screen music sounds a little bit mysterious, almost psychological horror-y, which the game isn’t. It’s a cute story!
The in-the-car music sounds like battle music for an RPG right from the start. Which sounds a bit off, seeing that the main character is just driving.
Overall, thanks for the cosy experience!
Hahaha, just like me you were inspired by the 80s Asteroids game huh? It’s nice to see your unique multiplayer take on that game. The gameplay was nice and intuitive to understand. It would be even better with the Glow effect for a more synthwave look.
Couldn’t find quite fast how to get other weapons though…
All right, made it to the town, where my party met its demise by the hands of the knight and the four soldiers/archers.
This game has quite a few interesting design choices, and still some stuff to work on.
Tips:
- Spread out the tutorial into tiny bits over multiple sessions in the first part of the game. I felt pretty dumb failing to soak up the information in the only tutorial.
- This game begs for graphics from a 2D specialist. With how far you made it in the making of this game, it’s at least very clear to prospective graphic artists to ascertain what they could input to this game.
- The drag and drop feature needs work on the dropping part. I often had to do at least two tries to successfully drop items into a slime’s bag.
- The inventory screen is a looooot of information for newcomers, and could potentially scare people away. Maybe start out with a handful of items and loot, or even a single slime party, and ease the player into the game.
- Introduce just a few items at a time, this is a lot of information for newcomers and a lot of tooltipping.
Tops:
- Zealot humans being the enemies, an original take on the genre!
- Narratives are clear and succinct, except for the tutorial.
- Seems to be balanced enough to make it possible to win battles but they’re still a challenge.
- Music is well-chosen, well-composed and fitting.
Hope this helps! You’re on the right track.
Yeah I won after my first respawn, and didn’t have to use focus mode.
I agree, this is a decent start - and quite presentable - especially with:
- the switching between narrative and shooter mode
- the ability to map keys (I could learn from that)
Would have loved to find:
- game juice (sprite animations, sound FX and particle FX)
- slower gameplay, which fits the Victorian era theme better
As for the narrative, I had trouble knowing which one was Avarice and which one was Nyx - and what their deal was about also.
The combination of bullet hell and the Victorian era theme takes getting used to, but is very interesting and refreshing. I’d think that this would work very well in low-poly 3d, with especially dark blue and dark purple tones.
Overall, well done on your third Godot game. Respect for your tenacity on keep developing the game and yourself too.
Got 39 high score, died while dashing against the orange car with the arrow on it. Wish the box would have been square instead of elongated, though. That way, it is as difficult to evade the horizontal as the vertical.
Furthermore, the movement keys are the arrow keys, instead of WASD. Just sayin :-)
Hi! As a fan of Megaman games in general, I thought it would be cool to submit an entry with characters that are inspired by those games. That’s why I thought I submitted my game Twin Basstroids to the game jam: https://londolan.itch.io/twin-basstroids .
I especially worked through the night, losing sleep, to make sure my game qualifies for the Megaman Legends Jam. Now I don’t see my entry in the submitted-list anymore. What’s up?
Best regards, Londolan.
Hi! I so really enjoyed this game jam :-) There’s a couple of bugfixes I’d like to upload on my game page. When after the jam finish would be a decent time for that?
Also I’m planning to put a lot more features, bells and whistle in my game. What are the game jam rules about when this is allowed?
Best regards, Londolan.
Hi, this sounds like an awesome game jam!
I made this game in Godot as my first Itch entry: https://londolan.itch.io/astral-steroids . It’s got potential, but some very important shaders were not displayed in the final version, sadly because Godot does not support that in HTML5 format.
So for that reason and because I want to learn Unity better, I’d like to remake and improve on the entire game (which I made in 9 days) in Unity for this game jam. Would that be allowed here?
I was drawn to the crunchy pixel art, and then I tried the game.
Such a simple concept, yet I kept playing until I got around 1100(0) biscuits at Junior level. Well done for that :-) I gave four stars for enjoyment and theme. The latter because of the promote-or-retire-mechanic, which was cleverly done.












