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A jam submission

Immunity SystemView game page

Turret shooter for Pirate Game Jam 16
Submitted by Dragonside Studios — 6 days, 8 hours before the deadline
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Immunity System's itch.io page

Judge feedback

Judge feedback is anonymous.

  • GDD Amazing work on the GDD; it was clear and very detailed. The gifs on the mechanics were a nice addition and helped to clarify the controls even more. Very detailed time of development. The only thing I would add are the credits on each step of the timeline. Gameplay You jump straight to action after a browser recommendation. Short and effective tutorial; kept the pace going. The gameplay is straightforward, easy to get used to, and easy to master. I loved the balance you have to maintain between defense and attack since you lose control of the turrets while manning the missile. At first, I would recommend adding more DAKKA because nothing feels as good as a long brrrrrr. But when I tried to be cheeky and speedrun the game by only launching missiles, I discovered the mechanic of when you lose a turret, the power is transferred to another, making it faster. With only one turret left, I had all the brrrrr I could wish for. You have a good variety of enemies with different behaviors that get added as you destroy the core of the nest. Each feels unique and demands a different way to be dealt with. The asteroid floating around the station, forcing the player to change turrets constantly, is a great touch, keeping you on your toes, and paired with the power-sharing mechanic, it felt unique. The small flash on the turret indicators was enough for me to find out where I should go to defend after sending a missile strike. It was noticeable, without being invasive. Controls are fluid, the bullets feel responsive, and the missile is a nice change of pace. You having to control the missile to open and then navigate the tunnels to reach the cores felt amazing. After a little bit of wriggling the controls while en route, I could almost master the missile mechanics in seconds. The "orbital lock" was an amazing way to switch the missile control from free flying to using the target as a reference; I had no trouble whatsoever with this smooth transition. I appreciate that all the controls had inputs for keyboard and mouse only. It's good for accessibility. The challenge mode after the first clear gives the option for the player to keep going without having to restart. The difficult ramp-up felt very organic. With all that being said, I don't have any feedback to improve the gameplay. It feels very fleshed out as it is. I believe adding the features planned on the GDD, and maybe a few different munitions, the game will be polished enough to be a great standalone. Art The art has a good feel, using the low-poly basic graphics and high-quality art for the portrait; it's well balanced. The color palette is good, and the monster designs are distinct enough for the player to recognize the threat instantly and act upon it. The ambiance made me feel like a soldier, frankly, trying to defend my station in outer space. Sound design The BGM starts as soon as the first wave comes. A short BGM loop that has the outer space feel. Gave great ambience. I also appreciate that the BPM was in sync with the turret shots. The SFX for the turrets and the monsters are spot on. The missile feels like a rocket. Amazing voice acting. Not very long but felt perfect. In a defense situation, a CO needs to give short and direct orders. It felt perfect. The delivery switches from "You know the drill. Let's calibrate the turrets and go to the cantina. I heard today we will have synth-potatoes." "WHAT'S THAT?? MAN THE GUNS, RED ALERT" sounds urgent but disciplined. Very well done. Last words As you have noticed, I didn't have much to add. Your game is very well polished and fun to play, with a very good core loop. The only thing you can do is expand the concept. The fact you launched the game 6 days before the deadline and used this time to gather and implement feedback from players was an amazing approach. Great job, Dragonside Studios!

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1dBknhyy3fYHOXzthO0hlLOFo1YHSdUomb1SH07G0_iE/edit?usp=sharing

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
Immunity system is a 3d turret shooter game in which a player clears enemy waves and destroys enemy bases with a mix of turrets and guided missiles.

The game should be self-explanatory, but the core loop is to clear your waves, then launch a guided rocked at the spawner weak points. You'll then want to guide the missile through the revealed tunnel.

If the rocket controls are too difficult, use the middle click to change the control type.

There is voice acting that should explain the controls as you go, so take it easy and follow the commander's instructions if you feel like you're missing something.

Please explain how your game fits the theme:
Loosely, the game is a metaphor for the human immune system. This is a weapon against foreign bodies that works of its own cognition.
More literally, the player is taking on the role of the automated system. It is a weapon that repels enemy forces, and we emphasized the separation between person and system by adding a military commander character that barks orders at it.
Lastly, the theme is most obviously integrated with the guided missile mechanic, where you directly fly the missile and take on the role of that specific projectile.

Is there anything you'd like the judges to pay particular attention to?
We spent a lot of time on the game, but we also paid special attention to the GDD, Itch Page, and made our code base public in the hope that it could help other jammers out.
 
This game experience will take between 5-8 minutes to complete. I humbly request you take the time to get to the end. There is an additional level afterwards that is a challenge mode, but I do not expect you to spend the time on something with its difficulty cranked to 11.
Bonus level is possible, but my best time is 18 minutes.

Except for the sound effects, we made everything here.
Every model, texture, voice line, and piece of code is ours, nothing was copied or pulled from an asset pack.

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Comments

Viewing comments 21 to 21 of 21 · Next page · Last page
Submitted

Super Fun! love the voice acting, especially when he yells at your when you damage your own ship's hull.  cant give you an totally accurate review because i played this game while one of the devs was  guiding me and giving me hints. but i very much enjoyed learning about your game almost destroying the mother asteroid.

Developer(+1)

Thank you!


Yeah, a lot of people miss that alt control option for the missile, I might default it the opposite way.

Viewing comments 21 to 21 of 21 · Next page · Last page