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Missile Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #1 | 4.750 | 4.750 |
| Fun | #2 | 4.375 | 4.375 |
| Overall | #2 | 4.271 | 4.271 |
| Definition of Done | #4 | 4.688 | 4.688 |
| Game Feel | #5 | 4.125 | 4.125 |
| Sound and Music | #5 | 4.000 | 4.000 |
| Accessibility | #7 | 3.688 | 3.688 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Wow! This was really good. You nailed the goals for this game and presented it very well. The music choice was spot on, invoking a sense of edgy despair. Great work!
Game
Missile Command (Atari 1980)
How many members of your team?1
What Engine was this created in?
Unity 6.2 6000.2.8f1
How many of the 20 Games have you completed?0
How many Jams have you done?
2
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Comments
Hey, I've also never played the original or similar games before, but this was a great discovery! Everything seems very well-polished, it does really look and feel like a "professionnal" retro game. I really like the aesthetic, animations and how the distance is perceived.
if I had to find smth negative I'd say the text during shopping phase and the score detail after a round are a bit hard to read because of the "rotation" (for lack of better word) and kinda small police size, but that is very, very minor.
really great work
Thank you very much for your feedback, glad you liked it. I'll edit the text after the jam ends.
This feels very much like I'm back on the original Gameboy game, but with a modern twist!
Making it incremental was very ambitious and it paid off incredibly well!
I also absolutely loved the perspective choice with the 3d! Id say my only complaint is the visuals of the missiles sometimes was a bit off, but really minor gripes!
Excellent job
Thank you for your feedback, glad you liked it!
I haven't played the original game, so my feedback will be a "new" player one. I like the UI and the Art a lot, it's really well done. About the gameplay, I was very bad at it, couldn't anticipate the missiles which caused me to lose quite rapidly, even more when I lost one of my cannons and that I realized how limited in ammo I was. Maybe I would have done better if the cursor was controlled with the mouse, but again maybe it's not something you wanted. Good job !
Thank you for your feedback! Unfortunately, I didn't have time to fine-tune the balance, which is why losing any of the turrets is extremely hard to recover from. The tracking issue wasn't so obvious to me — maybe overall I should have made a gentler start for the player, so that it would be more comfortable to figure out the controls and get into the flow of the game. But again, that all comes back to the overall balancing.
The controls could use some work, but I enjoyed the game... I did not know if this was intentional, but when I played the game the first time, I did not see a crosshair, but when I played it again.. I saw it. The game was fantastic... I never played the original, but I can see that it is a complete game. The visuals are well done.
Thank you for playing! I'm afraid the issue with the aim/sight might be a bug — I'll try to find the cause of it. I'm grateful for your opinion and your notes.
This was super enjoyable and I had lots of fun with it! I agree with others about the font and the controls, but those are really minor things.
Thank you for playing, glad you liked it! Thanks for the note.
Fantastic entry, Game Feel really captures the essence of the original. Visuals and sound effects pair well together to create a very solid entry. Great work!
Thank you very much, it means a lot to me that you liked it.
I like the visual style a lot, visual effects look nice, I found it quite tricky to predict and shoot at the right place, would be cool if your shot collided with the missiles on their way up the blast zone if the missiles were destroyed. Would give you a chance to recover if you missed instead of just waiting for them to hit.
Thank you for your feedback, glad you liked it! Your idea is perfectly logical and appropriate, but it's not present in the original. For me, it was important to follow in the footsteps of the original developer, especially regarding the core mechanic.
Ahhh, I see, I've not played the original, that makes sense.
Fire. Really enjoyed it. Controls are a little slow and the UI while it looks cool with the angled font has some readability issues. Regardless very well done!
Thank you, that means a lo
It is fun and I love the visuals. The menu design is cool, but some of the labels for upgrades are difficult to read. Also, the controls can be a bit chunky if there are a lot of bullets (then it becomes nearly impossible to reach all of them at time).
Thank you for your feedback! If you were playing in windowed mode, the text is indeed harder to read. Either way, by tweaking the color grading, I slightly messed up the visuals of the UI text. I should have rendered the UI on a separate camera to avoid that.
I love the art style and the addicting gameplay. It feels like a finished game. But there are things that maybe need to be improved:
Thank you for the feedback, it means a lot to me!
I didn't want the player to be able to buy out the entire upgrade shop right away — I wanted them to progress gradually. I agree with you about the penalty for mistakes — it's too harsh, I didn't have time to balance that properly. Yeah, by level 10 there are too many missiles, and I think that again comes down to the balance not being fine-tuned. But I made the decision to keep each game session short, which is why the constraints are pretty brutal, like the high number of missiles. I believe that within the scope of the game, the final upgrade levels for each stat give an optimal boost to the player's power — anything beyond that would be overkill. But maybe it felt different to you because of what you described in your first point.
Super fun, the visuals are amazing, I just wish I could aim with the mouse too.
Thanks for the feedback! I intentionally didn't add mouse controls to keep the experience closer to the original, and also for a tougher overall experience.
It's a fair design decision to use keyboard for added difficulty. However, the original game used a trackball, so a mouse would probably be closer to that experience (though not exact) - one of the reasons I used a mouse for my pong game (to substitute for the dial that the ATARI used).
pretty enjoyable, the art is amazing!!
Thanks! Glad you liked it.
Really love the look of this game!
Thanks!