Reeled-in Perihelion by Ponzis

[raw]
made by Ponzis for Ludum Dare 47 (JAM)

This is our second game, it takes place inside a reel to reel deck tape loop, as you play a spaceship who must defend against an oncoming onslaught. At your arsenal you have a selection of tape loops to fight back. Good luck!

  • Game coding done by Ponzis
  • 3d models and bullet patterns by Lihpten
  • Audio by McCheeseBob
  • Sprite and bullet design help by OliviaMay (web gl version nearly ready)

Controls: Movement: W S A D Fire Cassette 1: 1 Fire Cassette 2: 2 Fire Cassette 3: 3

Ratings

Overall 1645th 2.409⭐ 24🧑‍⚖️
Fun 1659th 1.905⭐ 23🧑‍⚖️
Innovation 1429th 2.643⭐ 23🧑‍⚖️
Theme 1472th 2.773⭐ 24🧑‍⚖️
Graphics 1474th 2.295⭐ 24🧑‍⚖️
Audio 919th 2.886⭐ 24🧑‍⚖️
Humor 1171th 2.053⭐ 21🧑‍⚖️
Mood 1516th 2.2⭐ 22🧑‍⚖️
Given 44🗳️ 16🗨️

Feedback

Valkija
05. Oct 2020 · 22:58 UTC
Having issues with the web player! The game wont load at all :(
xacer
05. Oct 2020 · 23:04 UTC
Same here, the game won't load.
Str0nkyK0ng
05. Oct 2020 · 23:08 UTC
Same here! Can't get the web build to load :(
🎤 Ponzis
05. Oct 2020 · 23:10 UTC
Sorry about that. I have fixed the build. It should work now.
schreibmaschine
05. Oct 2020 · 23:13 UTC
Can you lose? This feels incomplete. The sounds don't really loop and don't really play well together, like I was expecting that the 3 tape loops would be cohesive somehow. I like the idea of tape loops as a mechanic though.
dunderroffe
06. Oct 2020 · 07:39 UTC
Web version worked fine for me.
I get what you were going for. Fun idea with good audio but it felt a bit incomplete. Here are some thoughts:

* It did not seem possible to loose, or no penalty for missing the incoming sounds?
* There was no scoring (or at least it was not obvious to me)
* The camera was too zoomed in so I had no time to react on the incoming things. A game like this would benefit
from being in portrait mode rather than landscape.
Dexort
06. Oct 2020 · 12:43 UTC
Nice idia, but weak implementation. Some thougths:
- Set the camera way back. Tape must be long, not wide. Maybe turn gameplay to left-to-right scroller, or put hud to the left and right of the tape.
- Slow down incoming things.
- Sync you fire to the beat, vary the layers
nablaz
06. Oct 2020 · 13:12 UTC
The concept is really cool for me and the execution is fine given the time constraints of the jam, but I have to agree with @schreibmaschine and @dunderroffe: the game feels incomplete... There seems to be no way to die / end the game, I didn't receive feedback on what was going on and would have appreciated more foresight (time to react to things), maybe even a points system / leaderboard... Good job still, I would like to see and play a more developed version in the future!
Ismael Rodriguez
07. Oct 2020 · 00:52 UTC
I'm afraid of sounding mean with this feedback, but please understand that is not my intention.


I don't know what to do.
Is this a shmup with no enemies?
I guess the tapes are our weapons, but there's no enemies to use them on?
(Soundtracks as a weapon is actually a really cool idea!)
Are the green things good or bad?
Maybe the I'm supposed to grab the blue squares, but they seem to appear randomly and too fast for me to react.
Maybe it's just the WebGL version? Nope the Windows version is the same.


I guess you ran out of time or got stuck somewhere?
etrealjunior
07. Oct 2020 · 10:05 UTC
I liked your game my congratulations, I also did one if you want to know, and give me your feedback I am very grateful, this is the link https://ldjam.com/events/ludum-dare/47/resurrection
DavidPeterWorks
08. Oct 2020 · 08:30 UTC
I do not get the gameplay. The UI is not clear. The game does not give feedback. Player should understand the game at first glance. Probably the web export is broken. Good luck on next jam.
3mpty
08. Oct 2020 · 11:45 UTC
Really interesting premise, I like the idea of musical weaponry a lot. Maybe having weapon shots line up on the beat could be cool, instead of the player triggering them manually. This could let you have an actual song play.

I think a major issue is the ui is unclear, text on each cassette blends in (black on black) and I'm assuming the thing on the left was my health gauge.

I'm not sure if something was broken but I couldn't seem to deal damage or receive damage. Finally I feel enemies came onscreen too quickly and moved too fast, so there wasnt any time to properly dodge and engage them (had attacks actually worked)

Overall, a devent attempt, the core concept was good, hopefully you will be able to make something better next time!
PCA
09. Oct 2020 · 03:04 UTC
Interesting idea.
Eugenik
09. Oct 2020 · 18:52 UTC
Very good entry! A nice simple, but polished game.
Siddharth
11. Oct 2020 · 09:46 UTC
The idea looks great. A little confusing though. Needs a lil more work I think.
Votron
12. Oct 2020 · 21:13 UTC
I played the web version (the web version of my game has a weird bug, maybe that happens to other people too?)
In my opinion the game lacked necessary player feedback. I could not tell if the objects on the screen were enemies or point tokens? Nothing seemed to happen when my bullets hit those objects so I don't know if shooting them was good or bad. The VU meter on the left hand side didn't seem to mean anything as far as I could tell.