The first GM48 Submission. After playing around with GMS2 in over a year, I have decided to participate in this GM48 to both sharpen my skills and to keep myself motivated for more polished projects.
This is a simple arcade-style SHMUP where you escape with a malfunctioning spaceship from bounty hunters in an asteroid field. Every time the "countdown" drops to 0, the ship will randomly either have some sort of malfunction or no malfunction at all.
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Lv. 67
Plus one on Fachewa's feedback
- The movements slide a bit too much. Might be that you don't give enough deceleration when stopping
- Maybe the background could be distinguished a bit more from the foreground by using less contrast (black on white is pretty contrasty
SubmittedPlease, Move To The Circle
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Lv. 38
A space shooter is a pretty standard concept but the malfunction idea is an interesting twist that I like a lot. The fire rate malfunction was a bit boring but it was pretty fun trying to deal with for the steering and targeting malfunctions. I think it could be cool having malfunctions that get permanently added so that over time the game gets more crazy and difficult to play.
The visuals are pretty simple but they work well enough and make it clear was everything is. The screen could be a bit bigger or offer a resize option though. The sounds are a bit loud and harsh but I guess they work okay.
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Lv. 13
Neat game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/MHzNKYCzwks
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Patron
The malfunction could be an interesting idea, but it kept switch between low rate of fire and no malfunction, so it didn't keep me invested for long, since nothing else really changed.
Also, the background is too bright, and I struggled to notice shots.
Solid game otherwise.
Oh I almost forgot, the controls! You ask us to use WASD to move, mouse to shoot and enter to confirm the menus. I know you don't use all this at once, but that's three different places, for absolutely no reason. Since you donc aim the shots, using spacebar for both attacking and confirming would have been more coherent.
I know it's just details, but that's the kind of thing you tend to notice when playing lots of jam games and it give the impression that no thoughts went into the control scheme. When you're making a game, especially in gamejams, where people will play it quickly in the middle of other games, you really want yours to be as welcoming as possible.
SubmittedBoyard
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Patron
It was basic shooter with a gimmick. The malfunctioning idea was good, but shouldn't malfunctions be a bit random not having countdown? Like car, you won't know surely when engine will fail etc. instead should the idea have been expanded, that as time goes, the probablity of malfunction increases, and player is not sure when it hits, but can guess somewhat?
Both own and enemy lasers could be more visible, a bit larger and colorful so they would be contrasted out from background. AlsI had some bug that malfunction started and immediatly ended three times a row, made that run a bit easier :)
SubmittedTour on the Underworld
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Lv. 2
Wow, that was entertaining! I actually played through it a number of times! I kept getting the same targeting malfunction though -- but I have to say I LOL full force to the point I scared my bird when my bullets were flying all over!
If there was anything I could say - It would be to rock the resolution a little higher so it isn't hard to see, and tweak those randoms around so malfunctions happen a little more often.
Good use of the countdown mechanic. I did notice that one time I pressed to the right for too long my ship whipped around the screen so super-fast. But was also funny cause I just kept the mouse clicked and rolled with it till I died. :D
Good Job!
SubmittedOOZE
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Lv. 4
Hey FoxFX!
I enjoyed your game! Very interesting spin on a space shooter genre. You executed it well with the graphics style and the game elements.
I would suggest adding music to the game. It would really boost the mood and make it more engaging and exciting.
Also, I'm not sure if this is a coincidence or a bug, but for some reason the malfunctions don't ever appear/change/go away while I'm holding the left MB down and firing...
Good job, and keep it up!
SubmittedArmageddon
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Patron
Congrats on finally releasing a game :D The malfunction mechanic was an interesting way to change up gameplay and make it more challenging as you got further.
Consider enabling resizeable window and fullscreen next time, as the game's window is very small on high-resolution displays :P
SubmittedSquirt Patrol