FoonLudum Dare ExplorerLD54 → COSMOSTRIDE

COSMOSTRIDE

By catusfelony

View on ldjam.com

CategoryRankScoreCount
Overall5793.5528
Fun4083.6329
Innovation8602.9828
Theme10582.7328
Graphics6423.4829
Audio5553.1329
Humor8612.1821
Mood8293.1826

Comments

bolobolik 2023-10-02 23:04

The game is amazing! Cool graphics and camera work

chailotl 2023-10-03 00:07

There's a lot of little things about this that I like, from the way the camera/aiming reticle works, to the fun modules you can pick and choose between rounds. It's neat to see this all within an HTML5 game! I really like the original music you made too. It's soothing to listen to and it gives me 90's sci-fi anime vibes x3

thenerdster 2023-10-03 03:18

I don't play a lot of flying sims or pilot games. But man I thought the double crosshair to know my shooting angle was so cool. Also adding modules and levels. Great entry!

diego-teran 2023-10-03 04:58

The 3D graphics are pretty good. I think the shooting sound got a bit repetitive after a while. Enjoyed the upgrade system!

thomas-volpato 2023-10-03 08:12

cool game =) Is there a explanation for why is there 2 aiming?

brainles-etertainment 2023-10-03 08:12

Nice space shooter, but is this limited in space? Not sure I got the conception. As for anything else, the game is pretty neat and playable.

catusfelony 2023-10-03 12:28

@brainles-etertainment Thank you! The limited space comes not from the literal use of outer space (I actually planned to draw more backgrounds for use for each level but thought it would be a waste of time,) rather it comes from the limited amount of space for upgrades, despite the difficulty always going up. It's admittedly a pretty weak use of the theme, but it was one of my first ideas and I stuck to it to the end.

@thomas-volpato I just think it looks cool :) It's a good indicator of the bullets' trajectory, and hammers home the StarFox inspiration

@diego-teran Thank you, I even had some pitch shifting in place to try and avoid making the shooting sounds too annoying but I guess that only goes so far, I should've just made or taken better sound effects.

@thenerdster I'm glad you liked it despite not playing many games like it!

gamer-fates 2023-10-03 17:40

Cool game. Would like to see more of the theme involved. Otherwise the graphics and gameplay were fun.

fupi 2023-10-04 01:17

Very stylish game, I love the simple super-fx like graphics, the moody space music, the duplicated laser scope does look pretty cool kdsk! Shooting was fun too, felt very punchy and natural, just found the game a bit too easy, you just need to go around in circles and hold the mouse button at the enemies. I didn't find a reason to use any upgrades other than the shield, rapidfire and damage ones. Or maybe I'm just too good at videogames, idk! In any case I did really like just shooting and zipping around so I can't complain kjskj. great work ^^

Captura de tela 2023-10-03 222548.png

catusfelony 2023-10-04 01:57

@gamer-fates Thank you! I got way too hooked and the theme usage suffered from it. :pensive:

@fupi Valeu! I only stuck with what I'm doing once I was sure I could make the basic controls fun! I am bad at games so I had a real hard time trying to set a difficulty, as far as I know, nobody made it past level 9, I'm going to add online leaderboards soon, just so I can be sure ;)

fupi 2023-10-04 02:11

@catusfelony EU LEVEI UM SUSTO REAL, BR JUMPSCARE

catusfelony 2023-10-04 02:18

@fupi >:3

tankou 2023-10-04 17:28

Nice space shooter! I didn't do very well, but enjoyed playing. The controls and aim felt smooth.

freamdev 2023-10-05 17:58

Pretty fun! Took me a while to realize the enemy can fly behind you and you need to fly in a circle to be able to hit them :smile:

furano 2023-10-05 17:59

Wow my brain can't process that kind of perspective :dizzy_face: Nice little game, clearly too hard for me to grasp ahah

I'm a little bit disappointed that we cannot do a barrel roll though :laughing:

Did you use Bfxr or rfxgen for le sound effects ?

lovewerk 2023-10-05 18:27

This game was fun. It took me a while to understand, but I think the reticle shows where you have to aim to hit the target at furthest and closest depths, and then the player needs to go somewhere in-between the two when ships are moving between front and back?

I found it difficult to gauge when exactly a projectile was close enough to hit me. Some of the enemies spawn up close and shoot just as they come on screen and if you happen to be in that corner there's not much chance to dodge it. I would like to see some stronger enemies who can fire at your trajectory rather than your position. Hopefully that would counter the dominant strategy of moving in a circle.

For the upgrades, I think it would be cool if instead of being offered upgrades from level 1 to level 3, if they were always level 1 and you powered them up by choosing multiple of the same upgrade over the course of the game. As it is now, I got a level 3 speed upgrade after the first level and level 3 shooting speed after the second. It didn't really make much sense to select other upgrades after that, especially since moving fast seems to be an unbeatable strategy (as long as you remember to keep moving when you hit the corner).

I think you could have enhanced the feeling of movement through space by adding a particle system sending little white dots towards the camera. Would hopefully look like you are zipping through the stars.

Cool Star-Foxy game, good job!

catusfelony 2023-10-05 18:31

@tankou Thanks! The controls feeling good were my first priority, I'm glad it paid off.

@freamdev Hehe, it takes a while for them to despawn after leaving the screen, better to not let them!

@furano I think the lack of shading on the bullets makes it pretty hard to tell how close they are! I actually intended to have a barrel roll module, there are sprites and references to it in the source code I linked, but I didn't know the best way to implement it, and I was running out of time!

I made the sound effects and the music all in [SunVox](https://warmplace.ru/soft/sunvox/)! Manually placed notes and added pitch shift effects and all. Maybe more work than necessary considering the end result, but hey, I had it open.

catusfelony 2023-10-05 18:39

@lovewerk Yeah, pretty much! The smaller reticle is where your bullet is headed provided it reaches its highest possible distance, anything closer than that and you might wanna bring the big reticle closer.

The flat coloring of the bullets in 3D space definitely makes it more difficult to gauge distance, yes, as does it sometimes bledning in with the color of enemies, but yes, I'd definitely add more enemies and smarter enemies if only I had enough time.

I left the upgrades that way since they *can* stack so you could potentially make use of a Level 1 Fire Rate module even if you have a Level 2 one already.

That would definitely be a nice effect, though I would imagine stars would be bigger, and farther away x3

Thanks for the feedback!

ayced 2023-10-05 19:38

I really like your (player)ship model, also the backdrop and how the camera pans around while you play

I didn't see the point in having the maneuverability upgrade because I could easily dodge everything by going in a circle around the screen at all times so I opted for other upgrades, the upgrades add to the game nicely though

catusfelony 2023-10-05 19:49

@ayced I thought the same thing, with the speed upgrades being useless, but in feedback during testing, and in the leaderboards, the speed upgrade is actually very popular among the best players. I have no idea why. Because of that, I kept it around.

hagamosvideojuegos 2023-10-05 20:35

Wow! I love the feeling meanwhile I was moving the spaceship! I like it a lot!

Well done! Take a candy! :candy:

aweskybear 2023-10-05 21:01

Wowwwwww ... coool coool coool... let me play a bit more and will comment more.. but I am hooked from the beginning : )))))

purplexy 2023-10-05 21:31

Haha, I had an idea to make a game in space in the beginning, and I was sure that someone will make something like this, I like when people approach ideas differently :D A fun experience overall, I imagine it took some time to tune those controls to feel as smooth as they are now! I believe there are many things that can be improved, like upgrades, which was mentioned a lot by some previous comments. Maybe also more patterns/types of enemies... But the game how it is right now is a great foundation for all of that, so good job!

tucan 2023-10-06 04:54

At one point we thought about making a game about space! The graphics look good and the spaceships move very smoothly.The music was good but the shooting sound got a bit repetitive after a little while, maybe using lower volume for the shooting sound could help. I didn't understand why there were 2 aims, maybe I missed something but I felt that was distracting and because of that many times I thought I was going to hit the target but it didn't. Good job!

aweskybear 2023-10-06 07:42

This is a dopamine banger!!! I very much liked it - controls are super smooth, I LOVE the double crosshair (I do understand how it works, not sure why others wouldn't), upgrades are nice and help for the *feeling of control* for the player (configurations are always fun). Music, sound effects, shooting at enemies - lots of retro feeling inside... very well fitting altogether! : )

Now, for the feedback part: it was too easy, maybe a bit repetitive on the enemy side (I would never die or almost never get hit). This is a balancing problem - the game will retain attention for much longer if it has a bigger challenge (maybe?). Or maybe I wasn't patient enough for the game to progress (people are hasty today!)

My latter point would be super valid *only IF* you also bring additional stuff that happens with each level. E.g. a minor new element like a type of enemy, or type of *need-to-do-this-now-to-survive*. This will trigger a brain feedback loop which tells players *there is more to come*, hence greater interest. : )) Final but you can totally ignore it - I would love shinier background (it IS perfectly fine, retro-style) but I am a bit of a lover for nebula and shiny space stuff :D (as my avatar shows.. I designed that).

Very solid entry, good luck and we want moooo' :D :smile:

catusfelony 2023-10-06 16:04

@illia-kryvolapov Honestly, tuning the controls are the fun part and that goes by very quickly, it took me about 3 to 4 hours to get the controls down, most of the rest of the jam time was allocated for boring stuff! xwx

Thank you! I'm not sure if I'm going to do much more post-jam work on this other than the Leaderboard mode I've already uploaded, but it's nice to know it's a good and fun base for a better game. :)

@tucan A theme about space kinda got me thinking about space! :sweat_smile:

Yeah I think I got the volume mixing all wrong, and should've given players an option to adjust it to their liking.

@aweskybear That's very flattering! I didn't think this game would make such a strong impression, hehe! x3

Yeah, for someone like me, with a very narrow attention span, it's kinda weird I've gone for such a repetitive loop with long levels!! Part of it is that I didn't really prioritize more enemy types because I certainly wouldn't have enough time for that, so I ended up going with just the two.

That is in fact what I tried to do with level 3 which only features the Armored type enemy, letting the player know there is more and things will get mixed up and more difficult, but it is very weak since that is the only other enemy type in the game and once you're past that, every level is the same but artificially more difficult with increased enemy damage, level length, and spawn rates.

Thank you for the feedback, and the praise! x3

tricky-fat-cat 2023-10-06 19:23

A nice little game. At first it was hard to understand how the theme were used, until I finished the first level. In my opinion, levels for modules are redundant, as I always choose the highest level out of all. Also, it would be great to see visual feedback on taking damage by the player and enemies.

picross 2023-10-07 04:37

Fun game! Nice models, controls, and gameplay progression. Got a little bit repetitive after a bit but it was really fun to discover all the upgrades and max out my ship. I found myself getting hit by bullets that I didn't expect quite frequently, I wonder if there's a way you could somehow distinguish bullets that are near vs bullets that are far besides their scale on the screen--maybe lighting or an "elongated" model? Online leaderboard was a nice touch in the post jam build. Great work!

lincolnsalles 2023-10-12 03:57

The idea of a game like this is always good, but in this case I think it is poorly optimized because it was too slow here, I almost couldn't play, it was very stuck. Maybe the background image is huge, I don't know. I think the mechanics didn't work that well either, it's difficult to hit and dodge. A good example of a game like this are some stages in the space of Shadows of the Empire on N64...

egormnc 2023-10-14 14:32

The game is interesting, it was quite nice to play it, keep working on it and everything will be cool

tetracold 2023-10-15 04:08

Pretty good!

The graphics do a decent job at capturing the Star-Fox feel while managing to keep some charm the music sets the mood pretty well as well as the sounds

The controls are smooth and intuitive. the difficulty curve is enjoyable, I thought it scaled pretty well, tho I will say that the shooting does get a bit repetitive after a while. the upgrades are cool little addition, but it would be nice if there was a little bit more variety rather than just simply stronger versions of the other ones.

at first I couldn't really see how this fits within the limited space theme until I got later in the game, tho I would still like something a little more specific, as to me it feels rater loosely linked.