This is really polished! The start was a bit slow for me but once you get upgrades it steps up. Everything looks really clean!
Good job!
| Criteria | Rank | Score* | Raw Score |
| Audio | #1 | 4.097 | 4.097 |
| Graphics | #5 | 4.613 | 4.613 |
| Overall | #16 | 3.811 | 3.811 |
| Accessibility | #19 | 3.387 | 3.387 |
| Fun | #24 | 3.710 | 3.710 |
| Controls | #28 | 3.677 | 3.677 |
| Originality | #28 | 3.774 | 3.774 |
| Theme | #98 | 3.419 | 3.419 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.61
Theme Interpretation
Player controls an airship in a post-apocalyptic world, needing to loot cities to make upgrades and survive in this hostile environment.
Discord Username(s)
ccadori
GWJ Participation Level
13
Team Size
1
This is really polished! The start was a bit slow for me but once you get upgrades it steps up. Everything looks really clean!
Good job!
Great game I did notice something how you can't shoot if the mouse is to far away I wish there was some indicator that you can't shoot but it was still fun
Hi Stanley, I believe it's a bug you encountered.
What's probably happening is that if the mouse is over an interface, the game prioritizes clicking on the interface. However, there might be a transparent interface border that's giving the impression that the click isn't being registered, resulting in this disabled shooting effect.
I'll check and improve it for the post-release version. Thanks for the review and feedback! π
really cool art, and a gorgeous itch page too, really loved playing this, keep it up, i am following the project!
Wow, this game is great! I love the art, BGM, and level design. I noticed a minor bug in the upgrade menu: once an item hits Level 10 (max), it still lets me click the upgrade button, but it doesn't actually do anything or increase the level. Other than that, the game is absolutely perfect.
Game was awesome graphic and sound. It's look so lovely but hard to complete for me haha! Nice sound and visual effect. I know you work hard to do it.
Hi Hedgiesman!
Thank you for playing and for taking the time to comment!
It's really a lot of work, but I love it. Every day at work on a game of mine is a day well spent π₯°
I wish I could do that for a living one day, but I'm already happy being able to be part of the Godot Wild Jams community π
Nice theme and well executed, as always you tie a lovely final product together. I like the concept a lot, and see a lot of potential in it feeling really fun to play. The choice between plundering and upgrading already feels very good, the docking especially has a really comforting, nice effect. Overall the gamefeel is great.
The exploration aspect also works really well once you get a bit deeper into the game, and it's really cool to start to realize that there is so much more off to either side.
I have a hard time getting into it everytime I try it, largely because I think the controls feel just a bit too heavy to me, and I feel a little too slow at the start. This is, I think, largely exacerbated though by feeling frustrated at loot. When I shoot something from any distance, the loot can fly off in two separate directions and I'm too slow to catch any of it. Even if it conveniently jumps up and comes back down again this takes seconds, and makes looting more of a chore than a joy to me. I'd love to see a much more generous auto-collect feature maybe that makes loot fly towards the ship, and generally I wish the game would make me feel a little more epic for being a sky pirate, especially against small fry enemies, so that I want to engage in looting and combat and plundering all the more :D
Generally I think the 'starting area' could be a bit easier, either by virtue of fewer enemies or a bit less restrictive control on the ship.
But of course all of this is feedback based on the fact that it's a solid entry as always, and feels very complete!
Hi, McNelly
Thank you for leaving a detailed review. It is always great to get some constructive feedback!
I agree with most points you mentioned; I think they resulted from a lack of testing. At first, I wanted to make harvesting resources more than just shooting them, so I created the "explosion" effect.
But the result feels more like a shore, especially when you drop 5+ resources.
This is something I will try more in the near future, maybe "pushing" the resources towards the player, and increasing the attraction range? I'm not sure, but I will try to see the results!
Again, thank you for the review π
as usual, quality product ;) I like the vibe, artstyle and music. The short production time is also quite impressive.
Maybe there could be a zeppelin police, searching for you after you robbed a city, or the city itself becomes hostile for some time. Cool that you even have different "biomes", where you can be surprised by their different enemy/difficulty when first encountering the far east areas ;)
Hi Olli, thank you for the review!
Im glad you mentioned the biomes! I wanted to make them even more distinct from each other, but I was running against time, and I have issues with dynamic color palettes π
The "police" effect is also cool. When I was on the design table, I planned a mechanic that included cities' defenses, which would remember players' loyalty", but it had to be over-simplified.
Gorgeous! And addictive!
I'm sad I got destroyed by fast firing enemies I didn't expect lol, but again very beautiful, both art and sound
Beautiful game (no surprise there), and it's impressive that you managed to develop it in such a short time. It felt a bit like a mix between last jam's Pirats and Skybound Colonies. The controls were easy, and I really appreciate the danger zone marker this time! In terms of difficulty, there were some places (I beliveve around New Prosperity if the map is fixed) where it felt like I ran into the complete british navy unexpectedly, 3-4 turrets shooting from different angles, obliterating me in a second or two. Overall a fun az cozy experience, I ended up not fighting much, but mining a lot with the occasional plunder.
Hi Vpeter,
I received some feedback regarding that. Some people preferred the resource-collecting mechanics to fighting the enemies. Maybe the game could have an alternative "non-aggressive" path of progression, harvesting upgrades, etc.
And yeah, some places got a bit crowded by enemies. There is even a city on the cold islands (I cant remember the name) where you can be attacked the moment you undock π It's the result of a very, very limited amount of tests, unfortunately.
Thank you for reviewing a game of mine, again! Your reviews are always insightful π
Wow, what a beautiful and polished game! I sometimes found it difficult to "prepare" for specific enemies as I couldn't tell at first glance what their firing patterns were going to be. The firing mechanic is extremely satisfying, I just wish I could have lobbed my shots and had control over the power for some fun gravity-induced snipes. All-in-all this is an incredible game, especially for a solo dev, fantastic work!
Very cozy beautiful game! Art and sound/music are professional level!
Just some things do add. My first impression is that I would float through the scene and not fall (I don't know exactly how balloons work, but I didn't expect the balloon ship to fall), and for me having to click up feels tiring after a while. Some enemies shoot too fast with no indicator that they are triggered (I had this problem with my game too), maybe if they also had a cannon, that start pointing to the player direction when in shoot range, it would be enough for the player to know they are in danger.
Apart from that congrats for the cool concept and for getting to finish it all in time alone!
Wow, such a professional game look and feel and UI. The Gameplay is also leans into cozy for me. To just enjoy the music and collect ressources a bit.The Gameplay works well, but I dont knowany other way to win other than stay at a long range and shoot from far, as the enemys can't hit me there. Then there is not really a need for upgrading. Also robbing the towns and then depending on them to fix the ship and upgrade is weird. You don't feel the repercussions of raiding them. But that are just details, theverall game is so good.
Hi, totatodev, thank you for reviewing!
I think that as you progress on the side biomes (desert and cold islands), it gets harder to harvest without being hit here and there, but you are correct, the game is not well-balanced at this point.
Some upgrades are still relevant for harvesting, like damage for destroying ores faster (gold and sapphire, I think, have high health), and speed prevents you from losing falling resources.
But definitely some balance is required to make the game feel more cohesive, and even allow different ways of playing it (e.g. not aggressive to towns).
Thank you again for the detailed review, and the kind words! π
Really clean aesthetics! The audio and art complement each other perfectly.
Very cool and unique concept! Really nice polish and good gameplay, I'm impressed! Well done :)
Great sprite work! the visuals is the part i like the most, but the gameplay is also very polished and clean, i love the way the ship flies through the sky islands!
Honestly one of the most polished games I played so far in this jam! SO good!
I played for a while, I guess it's just fun to see the number go up haha. This can really be a full game, if you do decide to continue development! The art is very polished, the gameplay loop is tight and the controls are fun. Overall great job!
If I did have to point out something to critique,I suppose it would be that it took me a while to figure out the green and gray stuff were collectable, and not just decoration like rocks or bushes. Maybe adding some other indicator of their value would help, like a little shine effect or something? Still, that's probably my fault for not looking for help earlier.
In any case, very good job! Congrats! One of my favorites so far.
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