Neat! I really like the level design and how it forces you into discovering the surprising mechanic.
parbroil
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Thank you! Coconut's a darling.
Disabling the steering/acceleration outside of orbit is interesting. I'm worried that it might make it even harder than it already is, and it might make certain kinds of maneuvers impossible, but it'd definitely make for a more unique gameplay. Good idea, thanks! I might add it in after the hackathon.
Bullet hells are not my genre (too many traumatic Ikaruga memories), but this is a pretty great example of one. Love the powerups, especially my little companion buddies. The steering mechanism is really well done; It could've been just "it's snake, push the direction to go," but the turning buttons were smarter than that. Great job!
interesting take on Tetris. I find vanilla tetris difficult enough that giving me what are basically side quests is a lot, and I found myself ignoring the pipes even when I wanted to interact with them. But it might be that I'm just bad at Tetris. Still, good job, and an interesting experiment well executed.
Love it. My favorite thing is that all three levels are the exact same run but at different starting heights. Makes you appreciate how many routes there were that weren't apparent on the first pass, as well as how everybody's legs were also animated. Very cool thing to do. Love the "bored people in an office" vibe, too. Explains the paper airplane.
Cool idea! A unique take on the defense genre.
I found it pretty frustrating to deal with the incoming bullets. Couldn't figure out if there was a way to defeat or dodge them.
Edit: after reading the other comments, I went back and looked at the controls and realized that I overlooked the spacebar completely. Haha, much better!
Wins:
- I've been tinkering with games since I was a kid, but this is the first time I actually finished a game, even if it's tiny.
- I love the feel of the main mechanic I came up with. I spent hours tuning it, and it feels organic and fun.
- I didn't know anything about shaders, but I didn't let that stop me, and it resulted in responsive-feeling graphics that I'm really happy with.
- I learned a lot about Godot
Losses:
- Now that it's "done," I'm seeing all of the things that I didn't do but really should have.
- Some of the comments make it clear that I needed some sort of tutorial or instructions to make it clear how the game is supposed be played. It seemed obvious to me, but, y'know, I wrote it. A little tutorial NPC ship showing you how you're meant to fly is on top of my "should have added" list.
- I really wish I had taken the time to add some basic music and sounds; it would really have helped.
That was fun! I've been working through the other spaceship-based entries, and this is a really cool one! It's really neat how different each Kenny-assetted-connection-themed-spaceship game is. This one was fun! The one upgrade per stage thing made for some interesting build potential and replayability. Nice job!
Neat idea! Fantastic aesthetic. Good cover art, and honestly just naming your credits page "critical roles" deserves an extra star in the ratings.
I couldn't figure out how to rotate the camera, and I wasn't really clear on what was going on in combat. Sometimes bombs appeared but they didn't appear to explode? And I think the other bags were maybe money? There was a giant splash screen of info when it started but it immediately disappeared.

