The zany wizard Zarguuf with a magnificent nose and big long beard raised his island to the skies. Yearning to be free of his planetary shackles, he thrust his home ever upwards, to reach the vast openness of space.
As he broke through the atmosphere and launched from orbit, he felt victorious, only to find his next challenge. Surrounding his planet, various asteroids, planets, and a barrier shimmering in the distance.
@Beebster thanks for playing the game! The objective is to gather resources by mining the different asteroids with your ship laser (activated with Spacebar) and to use the resources to upgrade your ship through the shop. When you upgrade your laser you may use it to open the portal (your radar shows this as a blue swirly thing) and advance to the next level. You must also avoid or fight some space goblins.
This is like very well done. I will admit it's not my type of game though, so I will mostly talk about what I liked. The graphics while in game are pretty good, fitting the overall aesthetic. The ship controls pretty well! The markers on screen also serve their purpose and feel essential to the gameplay. I particularly liked the particles and visual effects on the ship. I felt the sound and UI could have used some extra love :)
Overall it was pretty good!
Not super related to the theme, but an enjoyable game regardless. I liked the forgiving respawn and the on-screen markers to the shop and the exit portal in each level, really helped to smoothen the experience. Controls also felt nice and responsive, though some kind of "boost"/"dash" might have been nice for getting to far off objects. The low-res aesthetic was neat, though there was some antialiasing applied in post, at least when I played on full screen, which lead to it feeling sort of blurry, especially when looking at objects far away. Got most of the upgrades and made it to the third level, overall a fun experience.
Hehehehehe brings back memory of starlancer, freelancer and eve online :3
Graphics were really cool, I had no idea it was about to go in that direction according to the game pitch and the very nice story scroll at startup. Also, the roll was pretty much useless, would have preferred the left and right controls for strafe instead ?
I would have loved a mouse sensitivity slider somewhere. Has it stand, finishing the first level was quite the workout :D
This game is made of awesome. Even considering that there were four of you, it's still an impressive amount of work for a weekend.
There is some reasonable progression. Each upgrade is significant and satisfying, especially the last laser which fires super fast. Although after maxing out shields and lasers, the battles became a bit too simple and repetitive.
Gobbonium appears valuable at first because you have to fight for it, but it mostly just ended up taking a lot of cargo space. I would have liked to have a way to jettison it, or have it be actually useful after those few upgrades that use it.
I like that there are different types of enemies, even if there are only two. The way the orange ones suddenly warp in is really cool.
The low-fi shader effect makes for a unique and distinctive look.
The music is nice, and didn't get on my nerves even after an hour of playing. To make it instantly much more juicy, more sound effects could be added: exploding enemies, warping enemies, shots fired (in proper stereo so you can hear where they're coming from).
There is no gravity that I could discern.
This game is definitely in my top ten intro poems for this jam. There's a lot to this entry, and I'm always a fan of being able to upgrade my character or vehicle - but I think the pace might be a little slow. A lot of trips are needed to be able to afford even the first upgrades - unless I was just looking in the wrong places. The pacing is closer to what I'd expect from a full game, not a jam game with limited content.
I like the combat model, replacing strafe with roll really drives home the lack of gravity, there's no real 'up or down' in Zarguuf-space. It's probably very disorienting for people without experience in 6dof games, but I thought it was great. Enemies tend to swarm a bit, which makes them quite difficult initially, but forces you to dogfight instead of just sitting still and slugging it out, great design!
Overall, I liked this entry a lot and am impressed with how well your team manages to actually collaborate in these jams, nice work!
Not sure what the object of the game is
Really not sure what this has to do with gravity