I am happy to see a space shooter in this jam. I would have liked some stars/nebulas with some parallax scroling though.
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AEGIS 1.X's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #209 | 2.239 | 2.625 |
| Theme | #234 | 2.025 | 2.375 |
| Audio | #236 | 1.812 | 2.125 |
| Art | #238 | 2.025 | 2.375 |
| Overall | #248 | 1.983 | 2.325 |
| Creativity | #273 | 1.812 | 2.125 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Beautiful game, I love space shooter games, but as I think someone mentioned, the missiles are too fast, but your game is very cool, congratulations!!
Space shooters are cool ! There's room for improvement though. I'll try not to repeat what was said below !
I couldn't avoid the homing missiles, they were way too fast and agile ! Since they blend a lot inside the waves of bullets coming from enemies you can't see them before they hit you.
Enemies should not stay nor shoot from off screen ! You don't know what you're shooting at because of this and it removes the satisfaction of seeing them blow up !
If you're going to play a lot of sounds from a single source (in your case, the lasers you shoot), you should pick something with a lower pitch, and add some pitch variation (you multiply the base pitch by a random number between something like 0.9 and 1.1). It removes a lot of the fatigue you get from hearing the same sound over and over !
You should check https://www.bfxr.net/ It's a great tool to produce retro sounds fast !
Cheers !
Thank you for the suggestions, I agree the SFX are lacking and I plan to improve them when I have time and settle on a sound scheme. The fast missiles and off‑screen enemies were caused by miscalculated values on my part, I’m testing now to get those fixed. Also, thanks for the SFX link, I’ll check it out soon.
Fun little space shooter game but definitely could use some differentiation from the rest of the genre, id say a more scalable kinda feel would work really well where it feels like its own game rather than a kinda more template for its concept so like a more like buildable system where the ships can be bought customised edited and stuff like that or like a more in dept selling point to truly make it stand out, otherwise i really did think this was polished and fun so very well done and good luck in the rest of the jam <3
Right now, this is a fairly average space shooter. If you want to polish the project properly, I have a few points:
- First, the targeting needs to be fixed (initially projectiles fly toward the intended targets, but later they start picking not even the closest ones, but seemingly random targets). Alternatively, you could add a reticle and let the player control aiming.
- Second, add a bit of engagement to the gameplay loop. This could be anything: backstory, lore mentions, or more explanation about the controls and the game's objective.
- Third, it would be nice to add music—something in the vein of classic space shooters.
- Fourth, and most importantly in my opinion, give your game a unique twist. This could be a ship that grows with levels like in a roguelike, various enemies with distinct traits, or special map features (galaxies, nebulae, etc.).
I think with a bit of effort, you could make a solid arcade game—at the very least, Unreal Engine allows for it :)
Thank you for your feedback. I'm aware of these shortcomings and had intended to implement most of the features you mentioned (bug fixes; story elements with individual missions and objectives; a proper soundtrack; more enemy types; an actual free-roam map with a variety of activities; a progress based shop system for purchasing vehicles and upgrades instead of automatic upgrades during battles; plus a few features I’m keeping under wraps). Unfortunately I could only work on the project after my regular job, so I had to compromise on many of the features. That's why the title includes "1.X" the "X" is a version number placeholder until development reaches a more advanced stage.





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