A Space Combat game based on Paper Scissors Rock. Hope you enjoy. Lots of features planned. :)
Note: I actually made this game in < 48 hours, but entered the Jam because I misunderstood the rules for using freely available sounds and fonts. But aside from that, I worked solo, started with a blank project, created the ships etc.
I considered just using bfxr, but I think the current sounds are pivotal.
Post Compo Changes:
- iPad performance fixes - IE Font Support - All sound files are mp3 to reduce load time - Fixed buttons not showing up in Firefox - Automatically resize on screen rotate, browser resize.
@pjimmy Thanks for the feedback. I'm planning to add a description of the battle as it happens. Which should tutorialize the game without boring anyone (hopefully).
@Kevin_twenty7 Thanks, I was suprised how well RPS mapped to this sort of genre.
@GSG > Great visuals and sound! Thank you! I actually finished the game in 48 hours, but had to join the Jam because I couldn't bring myself to cut the sounds.
@AsixJin Thanks for the heads up! Could you per chance tell me what browser you were running and the screen resolution. I had that issue during the jam but thought I fixed it.
I've also just posted an update to the Post Compo version to speed up performance on tablets. So maybe that will work?
I liked it, but I felt a little confused at first over who I was controlling. The graphics are simplistic, but lend the game a nice charm. Overall, I liked it but I feel that more work could have come out of 72 hours of work.
@Dissiden thanks a lot! Interestingly I've never played an JPRG and don't really play RPG's at all, so that was a coincidence. I'm definitely going to expand on it.
@killthealias Thanks! I should add an indicator for who is the player and who is the AI. I did actually make the game in less than 48hours, but submitted to the Jam because I used sounds from freesound.org.
Great idea for expanding on a traditional game. Against a computer player this feels a bit like blind luck so not really my sort of thing, but I think this would be awesome played two player. Kind of reminded me of a pokemon battle for some reason :P Great work for 48 hours!
Awesome usage of the rock paper scissors concept, it's nice planning what you'll do according to the ai's last move... so it feels somewhat more strategic than dumb luck.
@The Evil Cult Yeah my intention was always to add Multiplayer but I ran out of time. It is however not blind luck, the AI has no knowledge of your moves, he can only see your stats, just like you can only see his. Unfortunately, once you figure out the AI's strategy, it is no longer a challenge.
This is good. I would love to encounter differents ship with changing abilities and stats. Making them float at different height would have been better I think.
Interesting idea. I don't think anyone really comparing this to RPS actually understood what was going on. This is possibly even more simple than RPS, but has such a compelling, polished look that it's definitely worth spending a little time with.
Personally I'd like to see the game more a little more towards RPS by having a consequence for shooting someone's shields, like perhaps losing a portion of your stored energy. Otherwise there's no real incentive to use your shield, you're better off charging and blasting. It might also be nice to desynchronise the bobbing of the ships. Perhaps you've already made lots of improvements though, I haven't looked at the post compo version yet :).
Comments27
@GSG
> Great visuals and sound!
Thank you! I actually finished the game in 48 hours, but had to join the Jam because I couldn't bring myself to cut the sounds.
I've also just posted an update to the Post Compo version to speed up performance on tablets. So maybe that will work?
Would like to see it expanded.
@killthealias
Thanks! I should add an indicator for who is the player and who is the AI. I did actually make the game in less than 48hours, but submitted to the Jam because I used sounds from freesound.org.
Yeah my intention was always to add Multiplayer but I ran out of time. It is however not blind luck, the AI has no knowledge of your moves, he can only see your stats, just like you can only see his. Unfortunately, once you figure out the AI's strategy, it is no longer a challenge.
Making them float at different height would have been better I think.
Personally I'd like to see the game more a little more towards RPS by having a consequence for shooting someone's shields, like perhaps losing a portion of your stored energy. Otherwise there's no real incentive to use your shield, you're better off charging and blasting. It might also be nice to desynchronise the bobbing of the ships. Perhaps you've already made lots of improvements though, I haven't looked at the post compo version yet :).