In this game, you play as a commander of a space ship. You got a very powerful ship, however, space traveling requires a lot of energy. Sometimes you have to sacrifice part of function to support next fly.
How to play:
Rules:
To start, you need at least 50 energy. Launching and landing each would cost 50 energy. if You now don't have enough energy to fly to next station, Sacrifices must be made! You can sacrifice other parts' energy to charge the tank.
Control:
Move: A,W,D,S key Shoot: SPACE Bar
Weapon: how powerful the weapon is. Catcher: how much energy you can gain each time. Control: how easily the ship turning
Just want to let your guys know, the stone boom particle would block your eyesight, it is designed intentionally. It can make the game even harder, especially in higher lv, it can be very crazy.
Wow, all your 3D voxel work is beautiful! The ship, the base, and especially the explosion particles! The sound design is also really cool, though an arcade-y soundtrack would be the cherry on top! My only qualm is that it gets hard really fast (maybe I'm just bad lol) Excellent work!
Interesting game, with a good balance between the theme and Gameplay. Simple to understand, but i can't find a real strategy which would be optimised (balancing a Gameplay is really hard , so for a game in less than 48 hours, its pretty good) Well done then :)
@andrew-garcia thanks,your art work is much better than mine. I didnt got time to add soundtrack this time, maybe next time I got more familiar with FamiTracker I would add one.
I like the art a lot. I can't help but feel you could have simplified it a bit. The game absolutely gets more fun the further you get. When it begins to get hard dodging and evading is when I felt the most engaged with it.
I had fun playing the game, the 3D and texture work were great, I also like anesthetic you chose.
The flying-between-stations part was a really nice touch, although the difficultly ramps up quite steeply. Maybe some sort of checkpoint system? (one every say, 3-5 lvls? or maybe even a different gamemode all together!)
@darylsteak indeed, the difficultly ramps up steeply. I set this value because I thought people lacks of time after all, so it would help people won't take too much time to get into hard lv. But add checkpoint definitely is a good idea.
Solid entry and fit the theme well! Also nice Art style! I think if the game has an ending instead of steeply increase the difficulty, the player's feeling during the gameplay will be better. Currently, it feels like the game keeps taking my ability out just for killing me. However, if there is an ending let's say it ends at Level 3, then it show a text like "You MAKE it!" or "You finally reach XXX". It not only completed the game but also gives players a meaning to sacrifice.
@hukee wow, thanks for your patience. Lv5 definitely is a high lv, I made this game difficultly ramps up quite steeply, so it's really a good job to reach Lv5. Thanks for playing my game.
Looks very nice, only problem with the visuals is that depth is kinda hard to tell for rings and asteroids. Otherwise the gameplay is solid.
Small note: please use zip over rar, so people don't need to use 3rd party software to extract your games, windows can handle zips natively. This rar didn't open in 7zip either so I was forced to use winrar.
I like the glow effect of the art but I also found spatial awareness to be difficult knowing if I was to hit a circle or not. I would have liked to play a bit longer but I have a real problem with motion sickness when it comes to smooth games that have a bit of a lerped camera follow in perspective so I couldn't play for more than five minutes for that very reason. Nice effort though. You can never go wrong with space stuff in my eyes =)
This game gets too hard too fast. The sacrifices required fits the theme well. It took me a while to realize that spamming the gun was the way to go. It's hard to predict where the rings/asteroids are going to be, and the particle effects block too much and the game becomes purely RNG to win. I like the voxel art style, but I don't like how the ship moves, it annoys me (I prioritized smooth movement in my game, check it out, it's kind of similar). Audio is too generic, and needs work. Overall, great job.
@shp thanks for telling that. I will reupload a .zip file instead and use .zip in the feature. Really thanks.
@imphenzia yes, when I developed this game I find this hard too, so I add the guide line around to try to solve this problem. But it seems the problem still exist, it's my fault didn't come out a better idea to let player feels the depth.
@capital-asterisk Thanks for your feedback.Indeed, I should adjust the difficultly better, from the feedback so far it is too hard. I will play your game soon and learn how it moves, thanks.
@capital-asterisk I played your game and the realistic movement is cool, but might not suit my game which requires lots of dodging. yet, thanks for mention about that.
Good concept. Really love how the game scales. The turn animations are a bit delayed though... they could be a bit faster. The animation ends after a really long time.
I like the art style and the look of the game a lot. I found it a little hard to know where I was in the 3D space I was flying through, leading to a lot of unintended collisions. It would be cooler if you have more time to add some more obstacles or weapons or something else to do - it's a little one-dimensional for now, but that's understandable for 48 hours.
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It can make the game even harder, especially in higher lv, it can be very crazy.
Simple to understand, but i can't find a real strategy which would be optimised (balancing a Gameplay is really hard , so for a game in less than 48 hours, its pretty good)
Well done then :)
Is the game made in Unity?
The flying-between-stations part was a really nice touch, although the difficultly ramps up quite steeply. Maybe some sort of checkpoint system? (one every say, 3-5 lvls? or maybe even a different gamemode all together!)
I think if the game has an ending instead of steeply increase the difficulty, the player's feeling during the gameplay will be better.
Currently, it feels like the game keeps taking my ability out just for killing me.
However, if there is an ending let's say it ends at Level 3, then it show a text like "You MAKE it!" or "You finally reach XXX". It not only completed the game but also gives players a meaning to sacrifice.
primary collision will die,so I always stay in a corner _(:3」∠)_
Small note: please use zip over rar, so people don't need to use 3rd party software to extract your games, windows can handle zips natively. This rar didn't open in 7zip either so I was forced to use winrar.
@imphenzia yes, when I developed this game I find this hard too, so I add the guide line around to try to solve this problem. But it seems the problem still exist, it's my fault didn't come out a better idea to let player feels the depth.
@capital-asterisk Thanks for your feedback.Indeed, I should adjust the difficultly better, from the feedback so far it is too hard. I will play your game soon and learn how it moves, thanks.
The turn animations are a bit delayed though... they could be a bit faster. The animation ends after a really long time.
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