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Rubble in Space's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #411 | 4.000 | 4.000 |
| Audio | #419 | 3.588 | 3.588 |
| Overall | #426 | 3.729 | 3.729 |
| Creativity & Theme | #472 | 3.941 | 3.941 |
| Seriousness | #641 | 3.706 | 3.706 |
| Enjoyment | #806 | 3.412 | 3.412 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
the art is amazing this should have way more attention love the idea and gameplay loop
This is really fun! I love the atmosphere and the radar is a really cool mechanic. I wish there was a bit more of an explanation on how the slots work since I don't feel like I funny understand them. This is a really cool game! Great job!
When I tell you i want this as amobile game or a computer game with an online leaderboard I mean it so much! Genuinely might be the best game in the Jam I've played. Might actually download and casually play for funsies.
Wow thanks!. That is honestly enough for me to consider building this out and publishing it on steam and android playstore
This is really quite fun! The radar took a bit of getting used to but eventually it was clear how it worked. I do wish there were some actual weapon upgrades (like as in changing the projectile you fire) but still once you buy enough of the turret thingies its still really fun! The actual concept is also really cool, and overall quite a solid game!
Cool! its like space invaders more handsome and cool cousin
The visual was epic! Also, perhaps the most perfect fit for the theme. Enjoyed the game very much.
I really like the overall art design! It looks very clean and simplistic. I do like the idea of the game, but I guess it might be my skill issue that I wasn't able to predict where the objects are going, so the game is feeling a bit too difficult for me. It might be better if the objects fade out quickly instead of suddenly stopping?
Love the visual! It becomes a little bit uncomfortable to see objects move for a few seconds and then stop constantly, maybe they radar could highlight them better or they could fully disappear when they go off radar. The music is also very vibey and good audio sfx in general. The idea is very unique and I would love to play more of this!
Thanks. Yeah the radar UX is quite tricky. Initially I had just that. It detects something, it highlights for a split second and then instantly vanishes again. Clean and mimics how real radars function. Issue here is that you need to predict its future none visible movement and that was just not possible in that variant. Therefore I've extended the detection range a bit and gave it a projection line so that players could infer a future position to shot it better.
Adding this extra visual noise sadly doesn't scale well when lot of things are happening on the screen. So it ends up to your uncomfortable sight issue. I totally get that. But I don't have a silver bullet solution for it yet that doesn't introduce massive tradeoffs
Visuals and presentation are phenomenal! I love the direction you took the theme. The only little thing I would change is making the trajectory lines for the blips stand out a little bit more but that's probably because my eyes are bad. Great work!
Thank you very much for the kind words! Totally valid critique. Others reported too much visual noise after a while, so finding a good balance hasn't made the cut sadly. Happy to take another direction after the GameJam and bring it into a full game expereince with that in mind.
Good idea, fun gameplay!
Thank you very much!
I loved this game so much, such a satisfying game loop!! It feels crazy polished :D
Aw thanks! Glad you appreciate the time I've invested into the polish and that core gameplay feels good for you
Sick concept and visual style! It definitely feels very polished, and of course upgrades are always fun. One thing I may suggest is lowering how often you can fire, I felt as though you might be able to cheat through timing it properly because of the fast fire rate. Other than that I enjoyed it!
Thank you very much. I already tweaked the speed a lot an by adding the overheat mechanism I tried to counter it a little more. But I agree. It still feels overpowered in the beginning and probably less effective the more you upgrade.
That's why I usually try to avoid incremental games. Hitting a balanced core in the beginning and keeping it stable over the course of the game has never fully satisfied me