@schraf @kirbloid @amin-jk000 @kunonooni @thebugger @strange-jeremy @guimoliveira @amar-ravi @moski Thanks for playing and thank you for the feedback
@shp always nice to hear someone finished the whole thing, thank you :)
@niterich That's a good point colour coding the text on the warp screen, I'll consider stuff like that for next time. Thanks for playing :)
@blue-pin-studio honestly I kinda just threw together the music last minute running out of time and thought it was alright, but knew it wouldn't be for everyone, so that's why I added the mute button ;)
Oh, and I did want to add ship upgrades that you spend resources on at some point, but ran out of time :/
@duke Thanks for the in depth review. I'd like to take a moment to comment on your points. The movement of the ship is probably the thing I got the most criticism on, and rightfully so, I can see why it would be hard to see the movement. To go in more depth, the ship was supposed to act a little more realistic than most arcade shooters, basically you accelerate in a direction with a certain button press until a max speed is reached, and you won't slow down unless a button in the other direction is pressed, since there's no drag in space. In hindsight it would really help if I added debris or something in the background that's a lot closer than the planet so you can actually see your movement (I mean, I personally could see the movement, but of course I could, I am the developer after all lol). Next point, what you were supposed to do. It says in the info section what your goal is, which was collecting resources to fix your hyperdrive, but that was a wall of text and I didn't really expect anyone to read it anyways lol, don't worry about it. To the point of enemies piling up endlessly, the goal of that was to force you to use your jump drive to move onto the next system (hold space), as a sort of tactical retreat when things got too heated. When you entered warp it would be a time to recuperate, let your shields and secondary weapon charge back up so you're ready for the next system. The "loop" you're stuck in is a hyperloop between 3 star systems, where you collect resources to escape the loop, is what I was going for anyways. About dodging bullets, again that kinda requires the knowledge that your ship is more realistic than typical arcade shooters (not super realistic but more than usual, I think). The hit-scan undodgeable enemies you were referring to I'm going to assume were the laser ones, and those weren't meant to be dodged but rather quickly taken care of before they piled up too much and you'd be forced to retreat (they did minimal damage anyways). When it comes to shooting enemies, the bullets would shoot forward and you kinda have to lead your shots if you're moving in a certain direction, again it ties in with the movement. For music, read the stuff I said to blue pin studio above this wall of text. I'm not really sure what kinda mood I was going for either, honestly, I have nothing to say about that lol. The art was definitely programmer art and I knowledgeable that. I know people who can do art better than me, and would probably like to do a jam with me, especially if I made this game 2d instead of 3d, but my goal with this game jam was to see if I could make an entire video game by myself from scratch, so I didn't want to find an artist. Perhaps next game jam, we'll see ;)
Again, thank you for the in depth review, I enjoy those, and thanks for playing :)