Oogy is the last of his kind. Use your tractor beam (right mouse button) to feed him energy crystals.
This was a a solo project developed in Godot. Art was created with an old tablet computer and the Gimp. I created the music was with Reaper and the VST "The Free Orchestra" by ProjectSAM. The sound effects are mostly not my creations. They are from Zapsplat.com and Kenney.nl
Great game. The contextual epic music is amazing! As for the game mechanics, the double control of shots and beam is a strategy game in itself to drag and protect Oogy, well done. I was a bit lost when going to the big black background the first time: I thought it was a fog of war, then an unfinished part of the game ;) But then I understood it was part of an exploring scheme. Big up !
Oh gosh the creature is horrifying, kind of like him at the end. I can't tell if the room is randomly generated but I eventually entered the end of the screen on the right and double backed to find more energy crystals. I spammed shooting before getting hit. Fun short game, nice ending screen.
Really impressive for a one man project, you even put in difficulty levels. Wondering what Oogy would become kept me playing until the end, simple but effective.
What I like most about this game is the audio. I love how the music gets more intense when you get into combat, but it's the same tune. The sound effects are perfect too. Except I think the sound when you heal the player is a little loud. The sounds actually made me notice a few visual effects that were missing. For example, I would hear an explosion when I kill an enemy, but the sprite just disappeared without any effect. A little more eye candy would have made the game better. I like the gameplay too. It feels nice to battle while dragging Oogy around. Well done!
Because I'm bad at reading, I thought you were supposed to tractor beam the energy and bring it to Oogy, so Oogy almost died. But then I realized I was dumb, and Oogy grew big and strong. It was a lot of fun! The audio was pretty excellent (the music fade from calm to battle was a nice touch). I think some explosion particles and background would have added a lot to the game, but hey, jams are hard and those are fair game for triage when you're running low on time. Nice work, I enjoyed playing this!
Really great! The sound effects made me laugh, they worked really well with the art style and music. The tractor beam mechanic was super interesting and made for some really fun and interesting gameplay. Loved it!
This is super great. The music and the fact it escalates when you're in combat is great, the gameplay is super fun, the art is well done. Through and through just a good job.
My only two complaints is I wish I had some sort of visual lead going between the different energy locations, and - this is really more of a half complaint - being shot from off screen seems a little cheap, but granted it fit the flow pretty nicely even on hard. Good work!
@qux Yeah, the black background was just because I didn't have time to put a scrolling star field in the background. I know it's a bit disorienting because you have no reference for your velocity... but the bases are close enough together that I left it as is.
@patrickjr Thanks, I used a symphonic library to create the music - it has realistic sounding horns, strings, drums, etc. It made it surprisingly easy to create epic sounding music, even though I have no idea what I was doing.
And yeah, I totally agree on needing more effects - just ran out of time!
@alaska Doing dynamic music was actually surprisingly easy, I've never really tried doing it before. And I agree some sort of mini map or indicator of close energy sources would be necessary in a real game.
Solid little entry. The only bug I ran into was one of the "rooms" was inaccessible because it was blocked by another
Also found the distance from the entrance to be a bit long... ended up taking a bit of a joyride of faith. A little starfield would help the player be more confident flying out into space, as well as maybe some kind of connector deco meshes between the rooms.
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As for the game mechanics, the double control of shots and beam is a strategy game in itself to drag and protect Oogy, well done.
I was a bit lost when going to the big black background the first time: I thought it was a fog of war, then an unfinished part of the game ;) But then I understood it was part of an exploring scheme.
Big up !
Fun and well executed ! Congrats !
My only two complaints is I wish I had some sort of visual lead going between the different energy locations, and - this is really more of a half complaint - being shot from off screen seems a little cheap, but granted it fit the flow pretty nicely even on hard. Good work!
And yeah, I totally agree on needing more effects - just ran out of time!
Also found the distance from the entrance to be a bit long... ended up taking a bit of a joyride of faith. A little starfield would help the player be more confident flying out into space, as well as maybe some kind of connector deco meshes between the rooms.