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A jam submission

CosmicreView game page

Survive a cosmic massacre!
Submitted by Baylee Balsimo Ketelhut - BayleeBlu, Adam Moore (@morningstar2651) — 13 hours, 20 minutes before the deadline
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Cosmicre's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#29813.4353.435
Audio#50992.6522.652
Enjoyment#72692.3912.391
Creativity#95452.0002.000
Narrative#95511.4781.478

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
There is a count down timer until the end of the game

(Optional) What would you like to be called if GMTK features your game?
Baylee Balsimo Ketelhut and Adam Moore

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Comments

Submitted

Fun experience! I like that you can't become completely overpowered and still have to dodge the enemies. The EXP stars blend in with the background a bit, but overall the visuals are really lovely and I love the layered background you have going on. Would've loved some enemy variety, but even this was pretty sweet!

Submitted

The art is really good, the game works, no bugs, music is pleasant to listen to, but unfortunately there is little game to be played. Two abilities and enemies don't seem to be getting stronger, or faster or come in greater numbers. If you carry on working on this, I can see it becoming a really satisfying game to play :)

Submitted

Unfortunately echoing the same complaints as everyone else, but also the same compliments! The art has a very cute style (though there's very little avenues through which to enjoy it, since it's not like the enemies change)


In future, for a small scope game like this (especially for a game jam), it's usually better to really decrease time limits by a lot more, and increase the rate at which you level up. For a shortened survivors-like this unfortunately misses anything that normally would make it fun, which is the insane ramping up in both number of enemies and power of the player, and ends up quite boring even like 30 seconds in. You need more level ups, a higher ceiling for abilities and a shorter timer. By minute 4 I had already fully upgraded both of the weapons so there really was no reason to play any further.


Sorry to be so harsh about it but I thought I should be honest! It is a game jam so I can appreciate that this isn't necessarily your best foot forward, so I hope you don't take it too hard. Great work on submitting!

Submitted(+1)

I love the visuals! I do feel solar flare is a little powerless though as it only does 3 damage at max upgrades.

Developer

I agree. If we continue developing this game after the jam, we'll increase its damage and add a knockback to it to keep enemies away from the player.

Submitted(+1)

The art is very appealing, but the game seems pretty shallow and seems to lack proper balancing. Still, good work considering it was made for a game jam! Best of luck in future projects!

Developer(+1)

Thank you! I agree. The Solar Flare feels a bit underwhelming and the fully-upgraded My Sun feels overpowered because we don't have tanky enemies spawning  in the late game. We built all the infrastructure to enable the game to grow quickly if we want to take this game further after the jam. The current design of the enemy spawner enables designers to set enemy spawn rules based on the player's level, so we can ensure enemy power scales with player power.

Submitted(+2)

I like the color scheme. Wish there was a little more to the game itself. Very vampire survivors-esque, but did not have enough sauce to truly pull it off. No true end to game either.

Developer

Thank you, that is a very fair criticism. As one of the developers, I wish there were more to the game as well. We made what we  could within the time constraints and I'm proud of what we made. We may take it further after the jam if we're still excited by the game after the excitement of the jam wears off.

I'd also say that this is the kind of criticism that almost feels like a compliment - "I want more of your game".

Submitted(+2)

The art of the game is beautiful, but the game itself is pretty shallow, just dodging enemies, and I also feel that it didn't convey the theme very well, but it was a good job

Developer(+1)

Thanks for the feedback! I agree that the game needs a bit more depth right now. We spent most of our first day generating ideas around the theme, and a lot of the ideas we discussed made the theme more central to the gameplay. However, this game was the one we were most excited to work on and most excited to be able to play after the jam, so we chose this one.

Submitted(+2)

Like the art, the main start is cute, but the gamepleay is boring, the max level is 10 and on eleven you gain nothing? The 'rogulelike type' game as it is, looks to me like '10 min until dawn'. Good work

Developer

Hey there, MikoTriko!

Thank you for the feedback. We only built 2 power-ups and 10 levels worth of level-up choices, but it sounds like most people are getting to about level 15 when the countdown timer runs out. I think adding more power-ups to the pool would do a lot more than just adding more levels to the current ones. The current level-up system shuffles a list of available power-ups and presents the player with up to 4 choices. Since there are currently only 2 power-ups in the pool, every level-up presents the player with the same choice.

Submitted(+2)

Loving the colours in the art - the neon on top of the space BG is giving me Celeste Farewell vibes, if you’ve played that. The whole game has a great atmosphere for a classic arcade kind of experience!

I found myself wanting a bit more from the gameplay, though. The asteroid belts are a good start, but they never feel very difficult to dodge, meaning dooing it for 10 minutes gets a little dull. Plus, the socring seemed to rely on bullets shot randomly out from my player, so I didn’t have any control over how I actually did in the game. I think you need another layer or two of challenge/player agency to keep the game engaging.

Good work overall!

Developer(+1)

Hey there, Sam.

Thanks for the feedback! If we take this game further, we'll probably add more types of waves, such as fast-moving swarms that are hard to dodge or enemies that fire projectiles.