Hehe, I died to a couple of times in the beginning but that is a cool way to learn :D Good game, needs a bit of screen shake but so does every game. The boss is super hard, took a good few tries to beat.
Cool graphics and sound design! I felt the powerup mechanic was a little annoying since you couldn't pick many up without dying so eventually you just had to dodge them all.
@bradur That's the aim of the game - the more pickups you get, the worse you are in terms of survivability. Eventually the pickups themselves become enemies.
Spotted the Godot loading bar! Glad to see another Godot user participate. You should share your game on the facebook group if you haven't already. Trying it out as soon as the download finishes (going at 30kbps right now...)
Pretty cool job! You're in the theme, the controls are pleasant. The only thing I'm not sure I got right is collectibles don't seem to give real buffs. At first I thought you would be trading health for power or some other bonus, but I couldn't see a big difference. Anyway keep it up!
I don't do any health scaling, so I didn't want to let the player become too overpowered. A single pickup doesn't give a lot, but the effects of multiple are noticeable. Each pickup costs 3 health points, so you can for example trade half of your HP for wide shot with 2x additional damage and 2x additional rate of fire, which can give you a sizable advantage in situations where you have to kill certain enemies as fast as possible (e.g. certain level 2 waves), or you have a limited window where you can deal damage.
A nice game! Got obliterated by boss couple of times, but had a lot of fun overall. Interesting approach to the theme as well. It plays a bit like "spend your skill points to max hp or attack/rate/speed", and I usually do so in the first 10 secs then proceed to bullet hell. Did you consider powerups to be destructable?
Can't comment on the art and music since you used resources; however gameplay is quite solid and fits the jam theme quite decently. Nothing too original but I still enjoyed my time with it.
@LanceJZ That is a good point. I was planning on adding a pause menu, but ended up not having enough time to implement it. I've just patched the game so that you can quit using the Esc key.
Am I the only who doesn't wanna kill the starting enemies because they look like baby octopi with pacifiers? I'm? OK...
The whole premise is great, although I feel enemy projectiles shouldn't be faster than those of the player. I'd have loved if the player couldn't be killed by the pickups, just brought down to 1 HP and the enemies would have to finish them off as they were increasing in strength, but that might become unbalanced and would go against the theme I'm afraid.
Also, when facing the L1 boss, the boss-health GUI was actually actually stopping me from seeing the ship when I wanted to attack.
Other than that, it's a great game and I'm tempted to jump back in.
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Just a clear pleasure!
LIke GOG was modern polished!
Interesting approach to the theme as well. It plays a bit like "spend your skill points to max hp or attack/rate/speed", and I usually do so in the first 10 secs then proceed to bullet hell. Did you consider powerups to be destructable?
The game was fun and cute, the music was the best part.
The whole premise is great, although I feel enemy projectiles shouldn't be faster than those of the player.
I'd have loved if the player couldn't be killed by the pickups, just brought down to 1 HP and the enemies would have to finish them off as they were increasing in strength, but that might become unbalanced and would go against the theme I'm afraid.
Also, when facing the L1 boss, the boss-health GUI was actually actually stopping me from seeing the ship when I wanted to attack.
Other than that, it's a great game and I'm tempted to jump back in.