Galactic Space Crusher by Jishenaz
Notice: This game is not as developed as I would have wanted.
Game seems to take a while to load.
Recommended to play desktop versions (right-click doesn't work in web player)
Story:
You are tasked with crushing space pirates with your monstrous battleship, called the "Galactic Space Crusher". Survive to as long as possible with a giant collection of weapons at your disposal.
Controls:
W = Thrust forward
A,D = Steer
E = Front cannon
Q = Side cannon
Mouse = Aim
Left Click = Small Yellow Turrets
Right Click = Large Red Turrets
Credits:
Code by Jibran Syed (me)
Sound effects generated from BFXR
Art made in MagicaVoxel
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I would love to hear suggestions and critiques. :)
Twitter: @Jishenaz
Game seems to take a while to load.
Recommended to play desktop versions (right-click doesn't work in web player)
Story:
You are tasked with crushing space pirates with your monstrous battleship, called the "Galactic Space Crusher". Survive to as long as possible with a giant collection of weapons at your disposal.
Controls:
W = Thrust forward
A,D = Steer
E = Front cannon
Q = Side cannon
Mouse = Aim
Left Click = Small Yellow Turrets
Right Click = Large Red Turrets
Credits:
Code by Jibran Syed (me)
Sound effects generated from BFXR
Art made in MagicaVoxel
=======================
I would love to hear suggestions and critiques. :)
Twitter: @Jishenaz
Ratings
| Coolness | 55% | 3 |
| Overall(Jam) | 2.90 | 804 |
| Audio(Jam) | 2.71 | 543 |
| Fun(Jam) | 3.00 | 563 |
| Graphics(Jam) | 3.33 | 559 |
| Innovation(Jam) | 2.83 | 661 |
| Mood(Jam) | 2.75 | 792 |
| Theme(Jam) | 1.97 | 1087 |
That would be awesome to add more random events against the player though.
Yes, random spawning of enemies would have been something I wanted in the game, but I only had 8 minutes to make a level. XD
But it's too easy and too repetitive in it's current state. Yet promising! Good job
I basically dumped enemies in random parts of the scene, due to lack of time, but I do want to place an actual spawning system that will hopefully be smart.
I chose voxels because as a programmer, I found MagicaVoxel easier to use than Blender.
The game transmits a sensation of epic fight with so many things flying arround at the same time.
Enemies were hard to spot and slow to engage sometimes.
Bullets don't seem to arrive when they are far but in sight.
Nice!
Do you consider adding health meter for the boss(player)?
Btw, that enemy spawnning is real great! Just what I want!
A more complete version of this game would definitely have a health meter for the player.
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Ok ok more seriously:
--> The right click red plasma seems currently useless: the bullets' speed won't earn the battleship's velocity when fired, so the faster you go, the less chances you have to fire forward. Also, the red bullets disappear too soon
--> lasers also disappear too soon, since you'll never fly straight into an enemy, risking to be hit many times, just to fire lazors instead of the basic left-click attack
--> side lasers would be the best and most logical weapon to use, but only if we could rotate the camera to see where we're firing !
--> in the end, I find the left-click being the most effective weapon in the current build (no click limit, travels at ludicrous speed, and can reach opponents from so far away that their own bullets can't event reach you (well as long as you're not really trying to catch'em)
--> I suppose the automatic random short-ranged cannons are there against not-yet-implemented fighters ? :)
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Maybe some kind of energy bar could be used to dilute the efficiency of the long-ranged too-powerful weapons compared to the other ones ?
It could also be used to give a speed boost (which would be appreciated)
But really all this needs is a bit of tweaking and enemy spawning and you'd already get endless space fun :p
Overall the game passes
My main problem is he enemies. I never felt I was in any danger from them. I wanted something dangerous to defend myself against and feel satisfied after destroying them.
@NoWandStudios: I would definitely tweak the red plasma more if I was going to develop this game further.
@Chronodrax: I'm not too sure about camera rotation. It's something to think about, but I wouldn't want to to be too disorientating.
@peterkirk: I had more elaborate enemy behaviors planned but didn't have time the implement them.