Science Ship Cleomedes by KunoNoOni
I honestly wanted to make a shooter this time around and instead I created an avoider.
I did my best to balance the stages so they are difficult yet not impossible to complete and there is a story to boot!
I hope you all enjoy it. Up/Down Arrows to move Space for either Shield or Weapon.
If you leave feedback let me know which you preferred, Shield or Weapon.
I did my best to balance the stages so they are difficult yet not impossible to complete and there is a story to boot!
I hope you all enjoy it. Up/Down Arrows to move Space for either Shield or Weapon.
If you leave feedback let me know which you preferred, Shield or Weapon.
Ratings
| Coolness | 66% | 3 |
| Overall | 2.88 | 603 |
| Audio | 2.81 | 342 |
| Fun | 2.85 | 507 |
| Graphics | 2.81 | 557 |
| Humor | 2.28 | 480 |
| Innovation | 2.28 | 854 |
| Mood | 2.76 | 495 |
| Theme | 3.28 | 274 |
I'll admit I played as much for the story as the gameplay. XD
2. The stars moving in the background made me feel like I was flying through a blizzard which felt awesome and gave a real sense of speed.
3. Would've liked to have seen the asteroids spin but a petty thing really.
4. Definitely think the story added to experience - seeing that distance counter slowly drop reminded me of apollo 13 with the astronauts being so far from earth.
5. Have to admit I waited a little while to see if staying in the cutscene would reduce the distance, but unfortunately not! What would've been really cool is you slow down to drifting speed for cutscenes then activate the engines.
6. What would've also been nice is allowing you to offset the speed of the ship (how long it takes between stages) to give you a quicker time between weapons.
7. Do feel it got a bit extreme on the second section with the space pirates - after just making it through the asteroid field made facing the same chaos but with the addition of lasers too much, especially since the previous section had to be replayed.
Overall an enjoyable experience which definitely filled me with a real sense of desperation, especially upon realizing how hopelessly outgunned I was against the space pirates.
Thanks for building and good luck!
- You should have a 20 sec timer bar on screen so the player can visually see when they are ready
- I would recommend shorter stages, especially for a jam game where people are playing lots of games. The gameplay is pretty limited here so something like 20 sec stages would be good? I would also put a stage timer on screen (you have the distance thing, but I think seeing a clock count down "20 secs till next sector" is better than a distance thing. You also want to display it in enough detail so it at least changes once a second, maybe with .10 spots. Player feedback again.
- The game told me that shields would last 5 secs, but it didnt seem to. Well, waht I think happened, I guess, is that it lasts 5 secs or until it hits one asteroid. I'd opt for a timer in which it blocks all things?
Keep going, developing and polishing. In general fix things that bother you and get friends and family to play and watch them but don't tell them how to play. Fix what comes up.
Sound was lovely and retro too.
This is my theory.
Otherwise:
- Yes, as everyone says, some sort of visual timer would be nice.
- The hitboxes feel too large.
- I wasn't really sure how much the choice made a difference. The weapon could shoot further, but I didn't see much of a reason to do so, given the reload time; better to fire at the last minute if I'm about to crash. Things aren't a danger anyway unless I can't avoid them. So, both boiled down to pressing the spacebar at the last minute for me. I suppose if I somehow managed to dodge a danger after pressing the button, maybe the shield could help me if something else would collide within the next few seconds, but I only pressed the button when desperate.
- Would've liked more to see, even if that just meant seeing something in the background. It feels kind of barren.
- Levels felt too long. This is probably related to the above point, but the difficulty may also be a factor.
Good job making it challenging!
Despite the very hard difficulty, this game is quite addictive and I really loved it, good work !
The difficulty was nice. But I prefer more fast paced games (like bullet hell shumups...), avoiding only in one direction was kinda boring... If I could maneuver through the waves, now that would be pretty cool! And if the hit box was smaller and everything moved faster.... *¬*
(ok, sorry... that's just my preferences XD)
At first, I tried playing with the weapon but as soon as I died I switched to the shield. It's way more useful. Since both of them just destroy one threat and take the same time to recharge, the gun should only be used one you know a good shoot will clear your path, while a shield can help you like that and protecting you while avoiding stuff.
All in all, a nice little game.