Had a lot of fun with this one, impressive what you managed to make in the time. Thought it was cool that my crew started boarding the other warships when I crashed into them.
tiger-drop
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Thanks for the checking the game out, I definitely underestimated the complexity of implementing a turn-based combat system for the first time so had to cut back a bit on my original idea, but I'm still happy with the system I ended up with. Going to polish things up a little bit after the jam so it should bring it closer to my original idea.
Cheers, done another 20 hours or so of work on the game since the February jam and planning to put up a new demo soon. Main additions are the upgrade item system that lets you build your character in different ways (various effects like making enemies explode on death or firing more projectiles) and some more enemy variety. Still deciding when to drop the update but likely be sometime within the next week.
Had a little bit of trouble getting to grips with the acceleration at first, but once I did I managed to get pretty far before dying. Think the UFOs were a nice addition as a smaller target that rewards more points. Also, it was a good call not to make the firing automatic as it would have removed a lot of the skill from the game and made it less engaging.Love the art style and the boss designs. Augment system and destructible terrain is also really cool. Be interested in seeing what you guys decide to do with the game in the future.
Ran into a similar bug to se1end where after I died I had to watch the opening cutscene again, but after it ended I was teleported straight into the tortoise fight with no weapons. Able to work around this by reloading the itch page though.
No you're right there's only one boss in the jam version, planning to add more in future though. Also yeah the shotgun ended up being a bit overtuned, I did want it to be stronger than the blaster up close but I think the DPS is something like 6x as much if you land all your shots so definitely needs a rebalance.
Glad you liked the art, took me a while to get it done but I'm happy with how it turned out.
Thanks, glad to hear the gunplay feels good since that's the main thing I wanted to get right.
I'll have to check out the import settings for the music and make sure that its setup to loop correctly. I'll definitely try out your suggestion for falling projectile attack and see how it plays, should be fairly easy to implement the change. Also the more I develop the game the more I think upping the gravity like you mentioned would probably suit it better, since you need to be able to quickly dodge attacks in a boss rush game. Platforms ended up being a bit hacky due to time constraints, but I'm planning to make it so you can jump and drop through them so they should be easier to use in future versions.
Hi, thanks for playing another one of my games. Had to cut the scope down quite a lot from what I originally had in mind (was hoping to have some more enemy types like the pumpkin in the thumbnail) but I'm glad to hear you had fun with it. Also I'll have to take a look at the WaveManager code again because it seems to be spawning way more enemies than I intended. Think its probably due to a weird interaction with the multiple shotgun projectiles causing a single enemy's death to register multiple times, which causes the next wave to spawn earlier than it should.
I'll be sure to check out the discord, and thanks for hosting the jam!
Thanks for playing! Yeah the fireball could definitely use some adjustment, I originally designed it in a large empty test room but it doesn't work so well with the narrow corridors that the walker algorithm generates. I'll try your suggestions out, think they should make the fireball less awkward to use.
Ended up playing this for a lot longer than I planned to, game was a lot of fun. Impressed with the number of different shot effects you had to choose from, especially considering the time constraints of the jam.
Be cool to see some more enemy variety and descriptions for the upgrades if you decide to continue working on the game after the jam.
Combat took me a little bit of figuring out but had a nice amount of depth to it once I understood what was happening. If you decide to update the game after the jam I think it would be nice to have a bit more audio/visual feedback when attacking or being attacked by the enemy.
Really liked the music and art style as well as the way you worked in the theme with the corporate and fantasy worlds.










