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A jam submission

UFOView game page

Pilot your Unassuming Fueling Operator to fuel up your fleet and get the hell outta here!
Submitted by tbleazy — 5 hours, 7 minutes before the deadline
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UFO's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#44.5594.559
Enjoyment#103.8823.882
Overall#123.8463.846
Concept#333.6183.618
Use of the Limitation#343.3243.324

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Just me, tbleazy!

Software used
Aseprite and Godot 4.4

Use of the limitation
Your UFO has limited tank space so it'll take a few round trips between the refueling point and the planet's surface to get your fleet fueled up in time.

Cookies eaten
One (1) Oreo cookie

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted

the game is a bit long, the difficulty if and grows slowly, but the rest is not badly done.

Developer

Your feedback is heard on the pacing. I’m planning to address that in the upcoming, post jam version of the game. Thanks for playing and sharing your feedback!

Submitted

It's great can be considered a complete game.

Maybe the room it's a little too big for the limited mechanics, would work better if be a duraration of 1-3 min in my experience after that time it becone a little repetitive, that assuming a level that don't add any aditional mechanics, like i don't know a canon that shot you to the sides or the center making less time consuming collect the fartest cristals

Developer(+1)

Thanks for playing and sharing your feedback! I had a few other mechanics planned that I ended up cutting for the jam version of the game, but I hear ya on the repetitiveness of it in its current form. Hopefully that’ll be addressed after in the post jam version!

Submitted

The art and gameplay looks and feels very polished for being made in only 3 days!

Developer

Thanks for playing and sharing your feedback! I’ve done a few of these jams now and I’m getting to the point where I’m spending about half of the time on the art and gameplay ideas and the other half on the coding. I’ve got a few patterns (menu handling, signaling, audio, etc) that have worked well for me when structuring my games, so I tend to repeat those from game to game which is a big speed boost. 

Viewing comments 23 to 21 of 23 · Next page · Last page