Sky Package Assault
Hello ✌️
Sky Package Assault is an arcade game made with TIC80 (we learned it fresh for this jam), whereby the player must find and deliver as many consecutive delivery payloads as they can within the time limit, while avoiding enemy fire to score as high as you can!
The controls are WASD/arrow keys for movement, mouse to aim & left click to fire.
Ctrl + R to restart the game.
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Green pickups increase player HP
"M" pickups equip the player's "Machine Gun" weapon
"R" pickups equip the player's "Rocket" weapon
"S" pickups increase the player's maximum speed
"C" pickups reduce the cooldown between the player's shots (Denoted as "Boost" in the HUD")
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Have fun!
Nicolas & Iakov~
P.S. there are a couple bugs we couldn't iron out, sorry about that
Sky Package Assault is an arcade game made with TIC80 (we learned it fresh for this jam), whereby the player must find and deliver as many consecutive delivery payloads as they can within the time limit, while avoiding enemy fire to score as high as you can!
The controls are WASD/arrow keys for movement, mouse to aim & left click to fire.
Ctrl + R to restart the game.
--
Green pickups increase player HP
"M" pickups equip the player's "Machine Gun" weapon
"R" pickups equip the player's "Rocket" weapon
"S" pickups increase the player's maximum speed
"C" pickups reduce the cooldown between the player's shots (Denoted as "Boost" in the HUD")
--
Have fun!
Nicolas & Iakov~
P.S. there are a couple bugs we couldn't iron out, sorry about that
Tools: TIC-80
Comments10
Suggestions:
- reduce the UI to an absolute Minimum
- make the player controlls less floaty
- reduce recoil
- somehow explain that the map isn't a map or make the arrow flash red when not going in the correct direction
- make the enemies more relevant by making them block the players path
Despite seeing points of improvement, I don't think it's a bad game. It was interesting for me to find out different mechanics - but that might not apply to everyone.
Questions:
- Killing enemies doesn't give any points, right?
- Is the rectangle in the top left corner is a health bar? Taking hits doesn't seem to shrink it.
- Does the red circle give more points than the green one?
- What's the Boost for?
Overall fun game.
My remarks would be :
- Make the objective arrow more obvious, and also make the consequence of not following more obvious.
At first I was just randomly going from room to room and randomly found delivery spots, I'm not even sure following the arrow is necessary or not.
- I think there's too much stuff spawning, be it pickups or enemies, I'm constantly picking up/colliding with stuff whether I want it or not, which made each element less impactful.
Bullets would get lost in the pickups, I always have all the pickup types around me so no reason to flee and find another room with what I need, you don't really notice how much you're picking up because it's so constant too.
- It felt way too easy to get knocked off the side of the screen and go to a different room, and since even if you come back the room is regenerated it really diminishes the motivation to clear a room.
You don't gain anything by doing it, it's kinda tedious to have to get some speed before shooting to avoid changing room, and combined with the amount of stuff spawned in such a small space you're bound to run into stuff.
So I ended up just passing by enemies, as that also doesn't have a consequence, and staying at the edge of a screen allows to swap room every time you're in danger of being hit.
- Less important but the volume was extremely high for me, I would appreciate a lower default volume, or a slider/button for it.
Despite that the audio is pretty cool, I liked the music and the retro vibe of the SFX.
I have the impression that by collecting bonuses my character moves less and less fast...
However very good retro vibe well done
I liked the pixel art and the upgrades were very generous.