Reeled-in Perihelion by Ponzis
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🗨️ |
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.
- 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
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?
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!
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.