Deep Space Drill by Dorigami

[raw]
made by Dorigami for Ludum Dare 48 (JAM)

In this game you are a lone pilot who must fight through an army of drones to try and stop a massive drill from cracking your home planet. You must be fast however, time is of the essence! DSD<em>1.PNGDSD</em>2.png

Ratings

Overall 1390th 3.237⭐ 21🧑‍⚖️
Fun 496th 3.632⭐ 21🧑‍⚖️
Innovation 1818th 2.342⭐ 21🧑‍⚖️
Theme 1871th 2.316⭐ 21🧑‍⚖️
Graphics 1478th 3.053⭐ 21🧑‍⚖️
Audio 950th 3.132⭐ 21🧑‍⚖️
Mood 1569th 2.895⭐ 21🧑‍⚖️
Given 14🗳️ 12🗨️

Feedback

Escortti
28. Apr 2021 · 12:21 UTC
This is a really solid Shoot 'em Up and I really hope this gets developed further. The feel of the game is great. The sounds and visuals work really well together to create that retro style. The streak system is a nice way to reward good play. Also the way the enemies move into the view feels somehow really satisfyingly. Only criticism I have is that there is sometimes a lot of downtime between waves.
stewthepoo
29. Apr 2021 · 11:34 UTC
Good job on the UI, feels very polished for a jamgame.
Dannyk1994
02. May 2021 · 18:26 UTC
Nice game ! UI and art is consistent! Sound effects are nice, has a nice game loop. Can get very hectic very quickly. This is the kind of game that would really benefit from a really fluid movement system :)
Uraffululz
02. May 2021 · 18:59 UTC
Excellent work! Classic scrolling shooter, and the streak system was a nice addition. Audio and game feel are very satisfying. Great work on the various enemy types, though the lasers sticking around after the enemy was destroyed was a bit annoying. Still, great job!
Ryan Dotsikas
02. May 2021 · 19:59 UTC
Great job with this shmup! I definitely had fun playing it! It was a lot of fun to get a huge streak and get all those bonuses, firing so fast was satisfying for sure. It did feel like it was a little slow though in that I would kill enemies quickly and then wait a long time for the next ones to show up. I also didnt make it through the whole thing, I was watching the wave tracker increment super slowly and it felt like the timer was slower than real seconds?? haha But I played it for a while and definitely enjoyed!
vetu11
02. May 2021 · 20:10 UTC
Great game! Maybe de controls can get a little bit of an accel curve to feel better
🎤 Dorigami
02. May 2021 · 20:23 UTC
@ryan-dotsikas
@escortti
Thanks for the feedback. This is my first time actually submitting to the Jam so I'm glad people are liking it! The wave spawning is a bit janky indeed. Each wave would start based on a timer; I could have had the next wave also trigger when all the enemies were defeated, but I needed a bit more time than I had in order to get that working.

Thanks Again!
Too_Lazy_Cat
02. May 2021 · 21:40 UTC
I said i many times on this jam but happy to repeat - games should be games, not tech demos. Well done on this one!
MiniBetrayal
03. May 2021 · 04:08 UTC
great game, shame im not very good at this kind of thing!
progdamn
03. May 2021 · 10:39 UTC
I really liked your game! But dash I did not use, IMHO it is pretty useless. By the way, please rate my game if you want
Sunblast
03. May 2021 · 16:30 UTC
Fun game, I really liked the sound effects. I do however feel that the player should be on the bottom and face upwards, but that might just be my preferences perhaps. Great job on game!
cdunham
03. May 2021 · 22:15 UTC
Cool little wave based shmup. I like the streak mechanic for upgrades, it helps the player feel like not taking damage is important in more than one way. Feels a bit easy once you build up a few streaks in the beginning. I'd ramp up the difficulty faster or make the waves spawn faster to help balance it out a bit. Would be nice to be able to choose between some options for the upgrades, I ended up getting health a lot but I was never taking damage so it didn't do much. Nice work overall!
Ismael Rodriguez
06. May 2021 · 17:00 UTC
Cool shmup! I like the variety of enemies! My favorite were the guys who fly in from the sides!

I like the killstreak mechanic, but I think a few things would make it a bit better. Once we max out our abilities, it becomes kind of pointless, unless we just want to max our score for bragging rights. I think it would feel a little better if we LOST our abilities on hit, and needed to build them back up. BUT I'd lower the kill streak requirements to a smaller number, and/or increase the amount of abilities and try to give MORE to the player faster! It can take a while to build up to a point where it feels fun.

Holding space to shoot feels pointless because there's no penalty for shooting; it seems there's no time where we shouldn't shoot! If there was an enemy that deflected bullets, or a speed penalty while firing, or some reason not to shoot, it would make things more complex (and fun I think) than holding the space bar for 10+ minutes.

The final boss, a giant rectangle, was a push-over. It was dead before I had a chance to be scared of it, not even sure if it shoots bullets.

Visually the game is very readable, which is nice. I don't mind the simple artwork. The sounds are very bfxr, which is good, but just kind of bfxr :smile: They get the job done.

Other than those little nitpicks, this is a very solid start to a good shmup.

Good job!

![score.png](///raw/cdb/31/z/423a6.png)
epb9000
16. May 2021 · 18:06 UTC
I have to say that I very much appreciate the UI fading when the player character moves behind it. Was hard to keep up the streak at points, highest I've managed is 105.