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A jam submission

Deadly Octopi from the Planet KillermariView game page

Octopi have come from outer space to kill... and doom... is imminent
Submitted by Flaminia Fagiolina, LeaningWizardTower — 5 hours, 40 minutes before the deadline
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Deadly Octopi from the Planet Killermari's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#34.3574.357
Originality#54.4294.429
Overall#273.5613.561
Fun#303.5003.500
Audio#443.3573.357
Graphics#493.6433.643
Accessibility#662.7142.714
Controls#702.9292.929

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

Godot Version
4.7.1

Theme Interpretation
You are defending a space station that is on the brink of destruction. You can only delay the inevitable.

Wildcards Used

Left Wildcard

Go Spinny - Use the mouse wheel in your game

GWJ Participation Level
1

Team Size
2

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted

Cool game, I like having to manage the different stations. The jankiness of the laser was a great touch, made it feel more like a big clunky space weapon. I love the animation of the octopi getting zapped

Submitted(+1)

This is a pretty neat game! 

I love the 3D graphics and also how well you could manage to balance the game, it manage to overwhelm the player gradually with more and more octopi spawning, giving some time to breath and get the hang of it at the start, and only later it starts to get actually hard to manage.

The laser controls are nice too, when I read in the tutorial how it worked I feared it would be a bit awkward to control, but it actually is not, it is very unique and works way better with the tone of the game than being able to  control laser with mouse position.

I think it would be nice having something more easy to tell how close you are to losing by the octopi, since the sun has a pretty simple way to tell, there could be a ship HP bar or something like that.

Also the controls while moving around the ship felt a bit weird, they are not bad but I feel like having both the mouse cursor show up  and having the mouse be used the control camera was a small detail that bothered me a bit lol

And the game was a bit laggy and took a good amount of time to load, both at start and at every game over, but this is not a problem of the game per se, so I am not holding that against it in the ratings, but would be nice having a pc export version alternative.

Other than this, really good take on the theme, and the music was good too, thanks for this experience!

Submitted

Cool idea and very nice graphics and controls! Very much in the theme.


I don't see any tips or nit picks from my side, so I'll just ask if you have tips on learning to model/texture/animate stuff.

Developer(+1)

Thank you! I've been doing 3D art for about a decade now. I did all the work on the Octopus. My partner modeled a lot of the interior props, and he's been doing this less than a year. 

Gamedev TV has some great beginner friendly courses. They're not free unfortunately, but they do go on sale often (even cheaper through humble bundle). Grant Abbitt is one of the teachers on the site, and he runs a youtube channel with a lot of free content for game modeling. Cherlynn Lima and Vertex Arcade are a couple other channels I like a lot.

Studying and trying to recreate the look of older 3D games is a good way to learn. As for texturing, I would say a good way to get better at that is to practice and learn more about drawing and painting in general.  It's essentially applying 2D techniques to 3D surfaces. That and studying up on shader code. The Octopus was hand (well, mouse) painted in Blender, and I coded a shader in Godot to give it roughness and rim lighting. A lot of the ship assets were textured completely procedurally with godots shaders. Noise textures in particular are incredibly versatile. 

I animated this Octopus with the rigify add on in blender. The channel CGDive has very in depth tutorials on that, but rigify is a lot to learn. So I would say start by learning to make basic armatures (Royal skies is a good channel for that), and using shape keys.

3D art is a mix of a lot of different disciplines. There's always more to learn (even after a decade I am always learning new things). The internet has a lot of great resources (but also a lot of 3D tutorials that are not applicable to gamedev). I actually have a degree in 3D art and animation, but I have learned far more online than from university. The official documentation for godot and blender are super helpful as well.  This is a really long answer, and I could honestly say a lot more. But my biggest advice is to keep practicing and setting goals for yourself.

Submitted(+1)

Tutorial definitely helped! Final score was 82500.  Only complaint is that the scroll wheel felt a bit unpredictable for controlling the cannon, but it's possible that's just my mouse being the problem.

Developer(+1)

Thanks for playing! It's not your mouse. We got that note a lot haha

Submitted(+1)

Really cool game, I like the art and level design with the glass dome. It was quite hard to control the laser cannon though. Good work!

Submitted(+1)

Nice entry! Surprisingly easy to understand even without reading the description, figured most of the things by myself on my first run (35000 score, I think?). The octopi trying to invade the ship and the sound of the glass breaking was quite a bit terrifying on the first time, really nice touches overall.

Submitted(+1)

Cool! Got a run going for 3-ish minutes? with a score of 6800. The scroll wheel makes it so that you frequently overshoot and end up too high or low on the aliens, but their hitboxes were pretty generous.

Developer

Yoohoo, it's me, Flaminia. I'm one of the developers. Just wanted to say this game may take a while to load after you hit "Play Game" since it's all 3D. It's (probably) not broken otherwise!