Very good points! Most people only seem to think to have a single state machine on their player character, but I find it better to have one state for movement actions and separate state machine for attack actions --for the reasons you mention. Two small state machines working in conjunction are easier to manage than one giant state machine unless the player character is very simple.
Pegasus
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Being able to shoot faster by pressing the shoot button repeatedly was an intentional choice - you get a benefit if you put in the extra effort =)
You are not imagining things. Each saucer ship is giving a random speed from a limited range to make them more interesting. Also, they are now each a different color so you can better tell them apart. There is also a little arrow indicator that circles around your ship that points to the nearest enemy saucer ship (or the green asteroid) to help you track them.
Thank you for taking the time to play and review my little jam game =)
Yes, the voice is my own. I'm happy it amused you and that you enjoying playing my game.
I have a new build in the works that I plan to release after the judging period is over. I put a little arrow on the Cadet Ship that rotates around it and dynamically points towards either the Big Green Asteroid or the nearest Saucer Ship. Additionally, the edge barrier is now visible once you get close to it. Hopefully, these improvements will help players locate their targets.
Thank you for taking the time to play and review my little jam game =)
I've been thinking about this situation. It does feel bad when you are sniped and don't know where the shot came from. I will shorten the distance of both the Cadet Ship bullets and the Saucer Ship bullets to about half there current distance in the next build. That should make for a better experience. Thank you for your suggestion.
Thank you for taking the time to play and review my little jam game =)
I'm happy you are having fun with it! I am working on a new build that incorporates feedback. I plan to release after the judging period is over. I have already implemented the ability to 'autofire' by holding the attack button down . So you'll will be able to fire each time you presses the attack button, or just hold it down to autofire instead. I was also thinking about having the asteroids break up into smaller asteroids like the classic Asteroids game.
I appreciate you informing me about the music being a tad too loud. I'll lower it a bit in the next build. I'll consider adding a volume control in the future.
I had to reuse the same 'bullet' for the saucer ships as I did for the Cadet Ship because I ran out of time, but I'll look into this idea.
Thank you for pointing out the bug. I intended to have Cadet Ship's weapons 'locked down' until you move her ship close to the Green Asteroid, but I was under time pressure and I forgot to add it. I'll address this in my next build.
Thank you for taking the time to play and review my little jam game =)
I'm happy you felt my little game was fun to play. I try to make games that seem fun to me and then hope others also find them fun.
I get you about the minimap. If I zoom it further out though then everything will be too small for the minimap to be of any use (unless I switch to a stylized minimap with icons instead) and I don't want to make the minimap any larger since it would take up more screen space.
I kind of like the idea of 'hunting' down the saucer ships instead of being shown where they all are, but I might consider adding a pointer arrow to show the nearest enemy saucer ship to the Cadet ship.
I'm also considering whether to add light and shadows to make it more 'hide and seek', but that might change the flavor of the game too much. I might test it out and see how it feels with lights and shadows.
Thank you for taking the time to play and review my little jam game =)
Since this game was going to be short and I was running out of time, I didn't really think about just holding the fire button down to fire. I hope to revisit this game after the judging is finished and I will see about adding that in addition to some of the other things I didn't have time for.
I felt it was both funny and appropriate to add that quote, so I'm glad you were amused by it. Heh. Heh =p
Thank you for taking the time to play and review my little jam game =)
Unfortunately, I ran out of time to add any more length to it. I hope to revisit this game after the judging is finished.
I'm glad the Cadet Ship's controls were satisfying. I spend extra time trying to get 'the right feel.' I'm happy you enjoyed playing it and found it cute. I enjoy cute things and so I try to incorporate that into my games when it makes sense.
I downloaded the source code and ran the game in my Godot editor. I'm sure you were just time crunched or something. Ideally you would provide the exported .exe and .pck files for those people who don't use Godot (or won't bother running it from source code like I did). Exporting a web build is a great idea for a game jam also.
As for the game itself, the soundfx of the walking got old quick. I suggest lowering the volume down some and varying the pitch slightly each time it plays (randomly set the pitch scale [such as $AudioStreamPlayer.pitch_scale = randf_range(0.9, 1.1) ] through GDscript each time you play the sound). The graphics were fine and I liked the idea of the game. Keep at it!
Don't feel disheartened. Everyone starting out runs into things they have trouble with or don't understand how to do. Just keep working on it. You should have both an .exe file and a .pck file (generally, you want to put them together in a zip file) or, alternatively, you can just embed the .pck file in your .exe file). Also, you could export a web browser version (which is generally a good idea for game jams since many people don't want to download anything).
Here are some videos about it you can watch:




