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A jam submission

Alien AttackView game page

Small arcade shooter made for MiniJam 185
Submitted by swatt_officer — 10 hours, 21 minutes before the deadline
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Alien Attack's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#203.5003.500
Presentation#353.3753.375
Overall#572.9222.922
Concept#722.6252.625
Use of the Limitation#722.1882.188

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Me, myself and I

Software used
Godot

Use of the limitation
Eemy formations and durable asteroids constantly limit the area you can move safely in. Wanted to make a big boss ship that would block areas with lasers but ran out of steam and time.

Cookies eaten
Had some chocolate

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Comments

Submitted

Fun game with a nice artstyle. I really liked the powerups, they really add to the game I think. My highscore was not high enought to brag about so I won't be saying it here lol

Developer

Glad you liked it! I cant take credit for the art, but I am pleased with the powerups, I knew that if it was an autoshooter i would need some tangible impact and change, and I think the powerups managed that - which was your favourite?

Submitted

Oh well, still liked the choice of art then :) I think the powerups indeed really did that, my favourite one was the one that spawned the rockets that automatically hit the targets. Idk if it was objectively the best one in the game or not but I thought it was the coolest one. Probably the other two get stronger as the game progresses and there are more enemies.

Submitted

Its a funny arcarde.

I would let the player store one or two power ups and use them when he wants 

Developer (1 edit) (+1)

Glad you enjoyed! Yes, having manual control over powerups was something i considered, but never got around to implementing

Submitted

maybe you can add slots if  all have  a power up when pick a new one, triger one at random and fill the gap with the new power up, or you can trigger one pressing the slot

Developer(+1)

That could be an idea - theres a lot of different ways I could implement them!

Submitted

Developer(+1)

Nice score - hope you enjoyed! Unless thats a screenshot of the game completely bugged out, in which case - oh no!

Submitted(+1)

Holy—what the hell was THAT after reach score 900 or 1000 , too many enemies lol.

Love the use of the limitation, especially after 900 or 1000 score, I didn't remember how much, but that scared me.

I really enjoyed the game!

highest score: 1281
:D

Developer

1281??? Honestly I'm very impressed you got to that point - in testing i got completely overwhelmed around 700! I wanted it to scale fast so the game wouldnt drag, but also wanted it to not be over within a minute or two.

I had the timers between enemy spawns reducing every time you hit a multiple of 100 points, as well as a small chance to reduce the timer a tiny amount every time an enemy spawned, to have a slow but steady exponential difficulty increase. I knew there would be a break point, seems you found it!

Submitted(+1)

Fun game! I really liked the formation mechanic.

Developer

Glad you enjoyed! If i had not burnt out, i wanted to give some of them proper movement like Space Invaders, but knew i needed to have the classic formations of enemies to give it that arcade feel!

Submitted(+1)

Cool game, my record is 230.

Developer

Glad you enjoyed! I think it becomes literally impossible around 700 from the screen just becoming nothing but enemies.

Submitted(+1)

I loved how many different enemy ships there were in your game! I wasn't sure how I felt about it being an auto-shooter, but I ended up really liking it after I settled into my run—I thought the audio and visuals were great, too. I did find that a few of the bullet hit boxes on the enemies (or maybe the bullet itself?) may have been overly generous—I was surprised when I'd landed some of my shots and they felt a bit far away from the enemy craft. All good in all cases though. Thanks for making and sharing your game!

Developer(+1)

Thanks for playing - glad you enjoyed!

When I decided to keep it super simple, I knew i needed a good variety of ships or it would get stale fast. I did consider having some manual input, maybe on the powerups, but ended up leaving it.

The hitboxes I actually tweaked deliberately - I found that the shots could quite easily slip between some of the formations, and that felt annoying in my playtesting so i made it slightly generous. Might have made them too generous, but i felt that would be better than watching your shots clip past. (Also, the shot can still damage during its explosion, so it has inate piercing :))

Submitted(+1)

Quite the simple idea, at first I was confused as to how it fit the limitation.

After reading the use, it was pretty clear

The game is very polished.

The artsyle was good and the variety of ships were fun to look at.

Though Id like to see the lase power up being animated :)

Developer(+1)

My original intention was to make a big boss fight that would cut off sections of the screen with its own laser, forcing you to fight in smaller and smaller areas - unfortunately ran out of steam.  

I can't take credit for the assets, though did make sure that a good amount of different ships were used - I knew I needed variety in order to keep it fresh. The laser definitely needs a little polish!

Submitted(+1)

Eyy, you did a good job!

Ig if u want, u can continue and make a boss fight while the rating period goes on as you are allowed to update your games while its going on

If you do end up updating, def drop me a msg :D I'd love to try it out

Developer(+1)

Will definitely consider it - and if i do, will definitely let you know!

Submitted(+1)

Nice one! I'm looking forward to see the boss fight

Developer(+1)

Glad you like it! Not sure if i'll update it, but i would be nice to give it a proper conclusion and get the boss added.