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A jam submission

SkyjackerView game page

Steal the stars
Submitted by Null Builds (@null_builds) — 20 minutes, 47 seconds before the deadline
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Skyjacker's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#154.0004.000
Overall#193.8473.847
Accessibility#223.5713.571
Theme#254.0004.000
Fun#293.9293.929
Graphics#324.1434.143
Audio#333.7143.714
Originality#553.5713.571

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.6.2

Theme Interpretation
You are a bounty hunter fighting over the mineral resources of a shooting star

Wildcards Used

Secret Ending

Include a hidden ending or secret room

Starstruck

Implement shooting stars into your game

Discord Username(s)
null_builds

GWJ Participation Level
2

Team Size
1

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Comments

Submitted(+1)

Very fun! I played so many rounds. I seem to only be able to get the 2nd ending though, so not sure what’s up with that.

I used the download version, so I didn’t have any performance problems.

The screen edge target indicators work well and help orient toward enemies quickly. It’s tough on the third level to survive. I ended up using very short boost hops to dodge a bit better while tracking a target which seemed to work better than just straight turning.

The enemies feel good to fight, though it’s hard to figure out how they shoot, since they don’t seem to be tailing me. It could just be the shot inaccuracy throwing me off.

The visuals look good. And the sound fits well.

Taking damage is noticable and feels dangerous.

Overall I had fun playing and I’d like to see more!

Developer

I'm glad you liked it!

Since we're at the end of the jam, I think it's fair to share the ending details. Endings 1 & 2 depend on whether you have more or less than 2500 total credits by the end of the 3rd mission (whether you earned enough to pay your debt). The third ending is hinted at in the text of the other two but I figured nobody would find it since it's pretty obtuse. Those two imply there are no more shooting stars because hunters like you mined them all so the third ending is triggered if you refuse to participate in all three bounties by immediately skipping them from the pause menu. It's a "the only way to win is not to play" situation.

I'm surprised someone noticed the enemy AI trickery I'm doing (for better or worse)! I cheesed the enemy AI to make it easier to get done in time. The fighters are pretty dumb and just try to follow an orbit around the player that's configurable per mission. Each fighter offsets its orbit by a random amount from the center of the player's screen which is what causes them to dodge when the player turns toward them.

For the shooting, fighters will constantly shoot at your anticipated location but only while they're off-screen. I did that so I didn't have to worry about making their shooting look good. I wanted the game to feel more frantic than it was so their gun has such a high spread that it's almost guaranteed to miss; however, they will periodically fire a single projectile with 100% accuracy. It takes about half a second for them to refresh your anticipated location so it's harder for them to hit you if you're constantly changing speed and turning. The ones on mission 3 are harder to avoid because they're set to orbit closer and the game's director allows almost twice as many be spawned at once.

Submitted(+1)

Really fun, has the right amount of challenge imo, definitely feels like a classic arcade space combat game!

Developer(+1)

Thanks for checking it out! I'm glad the difficulty felt right!

Submitted(+1)

Cool game! Looks, sounds and works great, even if I found it a little difficult to keep track of my targets at a distance. Very nice job!

Developer

Thanks for checking it out!

(+1)

You have the settings, the quality of life and the indicators on the screen that show you where your targets are, even if they are off screen. This is well done!

Developer

Thanks for playing!

I originally wanted to do a 3D minimap showing all the enemies but I realized that might be too confusing (and there were some issues getting the scale depth option working in the web export for a first-person UI) so I went with this instead. I'm glad it's working!

Submitted(+1)

Damn. This is impressive what some people can do in so little time. I had fun all along and it was very challenging. Nice concept, browser does'nt play it very well but, eh, it's godot. Congratulations!!

Developer

Thanks for checking it out! In fairness, I had the week off so more time than most to work on it.

I might add an option to disable particle effects in my next game. I use CPU particles for the best compatibility but I think t hey drag performance worse on some systems.

Submitted(+1)

This is so much fun. this is the first game where iv'e had to lock in.

Developer

Thanks for checking it out, I'm glad you had fun!

Submitted(+1)

HELL YEAH!
What an awesome experience. You nailed the tone and brought me into this setting so fast. Flying around while shooting enemies out of the air void of space made me feel so cool! Plus the controls were intuitive (props for controller support).

There were a few times I wish I had a wider field of view or maybe some way to completely shut off propulsion to allow for some extra sick maneuvers, but that all feels like a nitpick when considering the team size (one person) and how great the end product already is.

So yeah. Extra super nice work!

Developer

I'm glad you enjoyed it!

There is an FOV adjustment in the video settings (start or q) or did you try that and it still wasn't enough? I'm never quite sure what to set the max FOV to on the slider. I thought about adding a roll/loop button but I figured it was best not to push my luck in the jam. Thanks for playing!

Submitted(+1)

Oh I entirely missed the FOV option! That does help and seems like a very reasonable scale :D

Developer

Ah that's great, glad it helped!

Submitted(+1)

Very impressive. It was very difficult for me to control it enough to hit the enemies, but  that's more me being bad than the game being hard. Great job!

Developer

Thanks for checking it out!

I had wanted to add a target lead reticule to help show where you needed to aim since it's hard to judge the distance but I ran out of time. There's also some auto-levelling on the player that usually doesn't cause issues but I noticed there are some situations where it can make the ship move in unintuitive ways and throw off your aim so it's definitely not just you!

Submitted(+1)

Took me a little bit to get the hang of it but this is such a cool game. Definitely much more intuitive for me on controller! The visuals are awesome and the music and SFX went hard to compliment. Great use of the theme and the wildcard. Had a lot of fun playing this one, great submission!

Developer

Thanks for playing and the kind words, I'm glad you liked it!

Submitted(+1)

This is one of my favourites from the jam so far, great fun!

Developer

I'm glad you liked it, thanks for playing!

Submitted(+1)

Was not expecting to play a space combat simulator in a game jam. Really well done! The game ran great and was fun.

Developer

Thanks for playing! I'm glad it ran well, I was a bit worried with all the particle effects I shoved into this one!

Submitted(+1)

I was a little confused at first but once I worked out what to do, I got very addicted to this, it feels super immersive I caught myself dodging side to side with my ship. Great fun, thanks for making it great work.

Developer

I'm glad you liked it! I really wanted to have an intro cutscene and a voice for the ship to give more guidance but some parts took a bit too long to get working for that.