Intergalactic Space Turtles by Darottio



| Youtube | https://austin4705.itch.io/inerglacticspaceturtle |
| Original URL | https://ldjam.com/events/ludum-dare/46/intergalactic-space-turtles |
Ratings
| Overall | 1646th | 3.308⭐ | 28🧑⚖️ |
| Fun | 1648th | 3.115⭐ | 28🧑⚖️ |
| Innovation | 1218th | 3.288⭐ | 28🧑⚖️ |
| Theme | 2187th | 3.038⭐ | 28🧑⚖️ |
| Graphics | 1471th | 3.442⭐ | 28🧑⚖️ |
| Audio | 1335th | 2.885⭐ | 28🧑⚖️ |
| Humor | 1787th | 2.286⭐ | 23🧑⚖️ |
| Mood | 2014th | 2.87⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 28🗨️ |
Your game is very great!
I found three bugs (I think):
- I though the "Play" button on the HTML5 version is not at the good position, and need many click to start the game
- **Keys E doesn't work, I can't enable my railgun. Why ?** :sob:
- Hold left mouse button (LMB) on the fire with engineer do nothing :sob:
- ~~Gamepad support is partial is too bad! (we have only left joystick and 2buttons to fire laser/rocker)~~
Do you think to make a release of your game (after ludum dare) ?
Also I made a controls sheet to avoid a hadache this morning. :')

It is great to have lot of action/features, you got a good team work ! GG. I'm impressive
Usually I thought JAM+team is a bad mixte between individual touch and to do JAM in team need a good coop (know you team mate) to don't lose time and avoid waste time or game control little bit difficult/not improved (because nobody fix them, or several people try to fix them). I am curious to know more about your teamwork (and how you split work/task/decision) because you break all my prejudice.
Anyways, lots of great thoughts here! The ship battle is effective, but I never got hurt enough to need to fix anything without intentionally letting it happen.
I love that I can walk around and fix the ship I'm flying, that is a really really really cool concept (high innovation award incoming :laughing: )
Graphics and sounds are good as well.
Issues: yeah it's not done, by any means. one type of enemy, infinite health through Regen shields, like 8 weapons but no one to kill haha.
I liked the auto-aim concept for the missles that was cool. Honestly most of the game is there, just need to make the ship auto scroll forward and have more enemies. would have been a top entry and I pray you do a post-jam version!
Finally, if you want to know a secret to explore the inside of the ship at your leisure, just fly the ship up **above the enemies**.... you won't get hurt and can stay there all day long haha.
Thanks for the entry I hope to see a finished version soon!
Thank you for making that controller guide and for the thoughtful review! Sorry about the click button being arranged poorly -- when exporting the unity project as a WebGL it was altered and we didn't have enough time to fix it. . . Also in order to use the rail gun you need to hold down the E button for a second or so and then it fires -- we should have added this in the control s section. Also adding in gamepad support was one ambitious thing we planned on adding, but didn't get around to finishing or removing entirely, hence the half done controls. As for working as a team, all three of us are good friends in real life, so we where pretty comfortable with each other, although we had never made a game together before. I created art and music for the game, while @austin4705 and @sherif-abdou did the coding. Having to programmers helped us add in all these features, and it was a pretty fun experience although I was exhausted afterwards. Once again thanks for your kind words and that amazing control sheet! It really means a lot.
That said, I have the impression that the guns don't fit well with the gameplay itself. For example, there is no change on the enemy behavior that would make me switch the missile targeting type, it all comes down to preference. Also, the railgun is kinda hard to fire (you have to hold while rotating the turret) and has a high cooldown despite doing a little more damage than a regular bullet.