cool, I’m usually not very into turn-based strategies, but that move prediction mechanic was pretty fun! It’s great that you guys managed to make it not feel overpowered, and the enemies can still pose a challenge despite the advantage that the player has.
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Star Bounty's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #23 | 4.095 | 4.095 |
| Fun | #25 | 3.952 | 3.952 |
| Theme | #34 | 3.905 | 3.905 |
| Overall | #40 | 3.605 | 3.605 |
| Audio | #49 | 3.476 | 3.476 |
| Accessibility | #58 | 3.190 | 3.190 |
| Controls | #71 | 3.286 | 3.286 |
| Graphics | #89 | 3.333 | 3.333 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.6
Theme Interpretation
The player is a space pirate, who's notoriety (bounty) grows as they plunder.
Source
https://github.com/Sadathy/Wild-Jam-93
Discord Username(s)
Sadathy
GWJ Participation Level
1st Jam
Team Size
3
Comments
This is so well made and polished! Even though its turn based, it still feels tense and urgent. The push-you-luck dynamic with the bounty fits in really well too. Good job!
Very interesting concept! Haven't really seen a game with turn based prediction combat like this. The way the camera follows the mouse was a little disorienting, but the game worked pretty intuitively overall!
I loved it! It's such an unique take. The gameplay is so fun and addicting, i loved the idea of having to strategize and pre-move all your actions. One suggestion would be to cut down on the texts a little, as i found myself skipping over them without reading (It might just be me with my monkey brain). Overall, I loved concept, gameplay and audio. Great Job!
I loved it! It's such an unique take. The gameplay is so fun and addicting, i loved the idea of having to strategize and pre-move all your actions. One suggestion would be to cut down on the texts a little, as i found myself skipping over them without reading (It might just be me with my monkey brain). Overall, I loved concept, gameplay and audio. Great Job!
Really interesting gameplay mechanic and a bit challenging. Very nice graphics and music.
I do wish the mouse movement for aiming my moment/firing was separate from the screen movement - it was making it hard to target things and was a tiny nauseating.
He who controls the Spice controls the universe!
This is a great entry, I like the movement and attacking mechanic. Once you pick it up, it's pretty intuitive.
I was surprised how chaotic the smaller maps got, very cool.
I often found myself positioning and readying a fan of 3-4 attacks, which felt quite satisfying.
I could see this one being built upon quite a bit with various ships/upgrades and weapons.
Great work!
Well done! The gameplay is great and right on theme. Once I got a hang of it I enjoyed moving out of the way and then blasting enemies. The fact you have to predict where they'll be is engaging and kept me guessing and paying attention.
I really enjoyed this, especially once I got the hang of predicting where enemies/spice is going to end up and planning my turn accordingly. Great work, especially for your first jam!
Hey Team, here are some thoughts about the game in no specific order:
- Maybe I'm not the target audience for this game but I really dislike reading the big blobs of text, I am just inclined to skip them all and maybe miss key information.
- I like the idea where the moves are plotted beforehand, maybe there is some room to indicate the timings visually or something a bit better, I kept missing a lot of things. The hitboxes are quite forgiving though
- The mouse follow thing is cool, but it's really annoying how sometimes it goes back to the ship. It would maybe require a bit more work to try to keep that tight
- I think the mechanic is super fun, just maybe needs a bit more work on how to visually indicate the plans. Also the buttons felt a bit quite counterintuitive, but maybe that just takes some getting used to.
- Maybe the spice that spawn from destroyed ships should move a bit more slowly or something, I wanted to get them all but they all just went into different direction and didnt feel that satisfying to destroy the big ships
Wow, this is crazy good for a jam game - especially for the first one!
Very polished, nice gameplay loop and more than enough content for two jam games lol.
I just love the turn-based-combat. Feels calculated and very satisfying to land a shot from half the map away...
One small thing is that mouse-only controls feels a little nauseating because of the camera follow.
But it is a very well rounded game and definitely one of my favorites this jam! Well done!
Much appreciated. I agree re: the camera, it's a really weak part of the game to me. I was racking my brains trying to think how to get it right whilst making the rest of the game in a rush.
I realise in hindsight, I should have just done WASD camera panning and would put that in if I had more time now. I spent the whole jam thinking we need to limit the player's ability to pan the camera around the map for... some reason? Just a bad game design choice, I'll do better next time!
Small review, with the caveat that I should say that I know one of the devs involved in making the game. My review is still honest, but It's important to let you know.
The soundtrack is wonderful, the artwork is excellent and the gameplay is addictive and satisying. Trying to predict the shot timings on enemy flightpaths is a really cool mechanic and feels so good to get a multi-hit on navy scum while they are careening past you.
You can tell this was a labour of love, and I expect to see great things from these devs in the future!




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