Star Warrior by spolsh
UPDATE:
Embedded post-jam WebGL version!
If you ever wondered what would it be like to ride winged space fighter across retro-synth dunes this game is for you! We've experimented with style and tried to capture best of top notch 80's cheesiest graphics.
As commander of rebel squad you're on the mission of defeating enemy worm on volcanic planet using only 2 buttons.
Settle back and enjoy the ride! May the force be with you!
Credits:
Michał Kłoś - fx code, graphics
Adam Małek - code
Damian Czajka - music
...and also:
Piotr Pawłowski - Sound Algorithm
Embedded post-jam WebGL version!
If you ever wondered what would it be like to ride winged space fighter across retro-synth dunes this game is for you! We've experimented with style and tried to capture best of top notch 80's cheesiest graphics.
As commander of rebel squad you're on the mission of defeating enemy worm on volcanic planet using only 2 buttons.
Settle back and enjoy the ride! May the force be with you!
Credits:
Michał Kłoś - fx code, graphics
Adam Małek - code
Damian Czajka - music
...and also:
Piotr Pawłowski - Sound Algorithm
| Windows | https://dl.dropboxusercontent.com/u/202408017/Star%20Warrior/BUILD.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=40133 |
Ratings
| Coolness | 26% | 2073 |
| Overall(Jam) | 3.57 | 279 |
| Audio(Jam) | 3.61 | 182 |
| Fun(Jam) | 3.22 | 455 |
| Graphics(Jam) | 4.46 | 61 |
| Humor(Jam) | 2.78 | 432 |
| Innovation(Jam) | 3.35 | 354 |
| Mood(Jam) | 3.68 | 177 |
| Theme(Jam) | 3.78 | 418 |
80ties cheese is strong with this one!
Gameplay-wise it almost works.
I'm impressed by the clever challenge of gathering all conditions to land a hit: a successful shot requires to be in the right direction, to have the time to load the shot, to release it while the worm is out, AND while I'm high enough on a dune, AND from a long enough range to steer away from the worm in time... This I can get behind, but when I realize I'm unable to put any kind of decent distance between myself and the worm, this becomes very frustrating!
I ragequit after about 15 attempts - I think I managed to hit him 3 times once, but I'm not sure how much life it has or even if it can die.
Overall congrats on this entry: it was well done and well polished, all it lacked I think was some playtesting to help you balance difficulty a bit and add some better feedback regarding the worm. I'd love to play a post-compo version :)
I'll second that it was hard to aim over terrain without being close, and hard to hit the worm when close without colliding. Maybe the ability to keep the shot charged so long as A or D was still held might allow players to aim around terrain or swerve away better, but that may complicate the controls? Hard to say.
That all said, thanks for putting this together! Great work.
It's not easy to put my finger on what exactly it is that bugs me about that, but I think it's a mixture of
1) the camera angle,
2) the reticle pointing at an inexact direction,
3) misleading depth perception due to lack of luminosity differences with the distances you're dealing with, and
4) the worm's aggro respawning almost instantly after it's gone underground.
The hold to charge and release to shoot thing means you have very little accuracy control. And since you have to fly straight at the worm to shoot it, coupled with the hills, meant that it was VERY VERY VERY hard to land a hit. At all.
Then the worm almost alway spawns right under me and kills me instantly. Unavoidable deaths aren't fun.
I would want to see more nuance in the controls, right now it feels quite dead, and not like a real spaceship (X-Wing if you wanna go there).
Otherwise the presentation is mad good. The sound effects got very repetitive, so not perfect.
Well done :)
It plays alright, its a little difficult to have to get space between you and the worm in order to hit him since your boost and shooting are tied but I guess you were working under some pretty tight restraints.
I also LOVED that you made fellow X-wing AI and that you could accidentally blast your friends. That was really the kicker for me. Nice work.
I think if you can take this style, adjust how the enemy behaves and make it easier to hit, along with an indication of how much life it has left, it could be really fun.
I'm still absolutely blown away by the visuals though, so nice work!
It was a really stunning experience. I really liked the vectorized, neonesque graphic style. I usually fond with this art style and I really like your implmenetation of the two-button control. It takes a couple of minutes to get the rythm of this game to kill the huge square worm of the surface.