Deep space - cards battle by Serious07
Shootemap game with card elements. Reach the finish, beat the game!!
Game Controls: WASD - Movement SPACE - Hold it to shoot or activate weapon. Use mouse to pick a card.
Fllow my Twitter: https://twitter.com/Serious_07
Fllow my Twitch: https://www.twitch.tv/serious07

Gameplay by K-Nas games
https://youtu.be/DYHxufxDz_A
Game development Time-laps:
https://youtu.be/mtUDMiE9hwA
Ratings
| Overall | 608th | 2.875⭐ | 90🧑⚖️ |
| Fun | 630th | 2.621⭐ | 89🧑⚖️ |
| Innovation | 656th | 2.546⭐ | 89🧑⚖️ |
| Theme | 585th | 3.017⭐ | 90🧑⚖️ |
| Graphics | 464th | 2.96⭐ | 90🧑⚖️ |
| Audio | 362th | 2.765⭐ | 87🧑⚖️ |
| Mood | 479th | 2.771⭐ | 85🧑⚖️ |
| Given | 50🗳️ | 69🗨️ |
Nice game, I enjoyed playing it.
I do have some tips/recommendations:
It would play much nicer if I only had to press the spacebar once and shoot something instead of needing to hold it and then just auto shoot. Taking damage could be more obvious by seeing a visual effect or color change, that's up to you. The music is ok but could be better.
It takes really long to get to the end, what I understand (it should be a challenge), but for the first (and only) level, it was too hard.
I like the way that you have to pick a card with an ability and play with that for the rest of game, but I think there could more in a different way.
I love the art and think it really fits the game. I would only add a little bit more detail to the background.
For your first Ludum Dare, I think you did great.
I will rate it after the Game Jam is over.
Great job!
My feedback below:
- The ship seemed to have a non-intuitive velocity function: changing direction didn't really happen as I thought it would, and it was a little tricky trying to adjust for the game's handling.
- Progress is far too slow for the first level - this makes it difficult to complete
- After picking an event card, some kind of count down to prepare the player when re-entering play would be nice
- Music could use work
- An arena that "wraps" - moving off-screen left results in entering screen right - would make this interesting.
This was a great first Ludum Dare submission! Well done!
The movement was very strange to start off with took a little while to get used to, but after a minute or so it seemed fine. (so only a small thing)
The enemies (destructible's) stay on the screen for a long while after being destroyed. it would of been nice if they would of clear a bit quicker, i found my eyes kept going back to them while they was on the screen just incase i hit them.
I wasn't sure what the bar at the bottom was ( i assumed it was the end of level progress bar) if it was then the level in my personal opinion was too long. I couldn't fill it any more than a quarter of the way to a third. (Could just be me though)
That's just some constructive criticism for you, but other than that the game was great, love the graphics. the sound was pretty good and i had fun playing it. Will be rating when i can :)
Nice idea though. I would suggest communicating the controls in the game!
And timer would be nice to see.
Thanks for playing!
@eddyneave Movement was even worse then now, at start of development...
I'm need to learn better, how to make controls of the top down player.
Yep enemies stay on screen too long I'm totally agree with that.
Thanks for playing!
@drunkardwolf Thanks for review man!
@boblova To dodge enemies at the end of the game or some game events, player ship needs move fast.
Thanks for playing!
@noah-eichler Who knows, I'm already have one active big project on stream. May be after it. Thanks for playing!
@willops Damn controls. Thanks for the review and playing.
@sellout Yeah I'm think what red screen for it would be nice here. Thanks for playing!
@darkanice I'm glad you liked my pixel art here. I'm not artist so that impressed me a bit. Thanks for playing!
@ismael-rodriguez I'm believed, what controls was intuitive, but in games tutorials are important.
Thanks for playing and review!
@jeplmr Thanks you!
@wskilljoy Score system, yes I'm totally missed that! Damn. Thanks for playing! :)
@jack-hipson I wrote music for my first time so sorry.
I'm glad you liked my pixel art here. I'm not artist so that impressed me a bit.
Thanks for playing!
As for advice, maybe having upgrades after surviving for a while to improve your ship and a bit clearer UI E.g the bar on the bottom?
Also really like the art for the ship! Well done.
Also, you definitely needed to have a sound effect when the ship gets hit. I sometimes lost lives without even noticing. This wasn't helped by the acceleration/deceleration of the ship making it feel hard to control.
It doesn't really "feel" like a card game. The SHMUP part is basically a normal SHMUP, whereas the card choices don't have a lot of the things people would usually associate with a card game.
That being said, it was pretty fun. Great artwork for a game jam!
@niksg :) Thanks for playing!
Please rate my game if you already not! I'm will be really appreciate that!
I like how you implemented the card system in the game! It reminds me of Star Wars Battlefront (in a good way, of course!) Really great concept!
I agree with the comment above, about making the damage more remarkable, because sometimes you just can't see that you were beaten and it's confusing when you lose.
Anyway, not bad at all. Music too! Maybe someday this concept will turn into something really great!!
The WebGL build didn't work for me, don't know if was my browser or what. The desktop build run well.
The level is just far too long and repetitive.
@boltkey I'm will deffenetly polish it and fix some bugs after. Thanks for playing and review!
I have to admit that I didn't really "get" the card aspect. If I understood correctly, each card represented the only "action" I would be able to perform (w/spacebar) until the next selection? Not sure. Is there any way to "combine" card actions, or upgrade the ship over time?
Thanks for the game!
I'm add card choosing element, for weapon and events in middle of fight.
Cards change game mehanics before next card picking stage,
difficulty of game increasing by time, and player need to choose what card will be effective the most in current situatioin.
Some random pull beatwean 5 weapons card can bringht player lose or win.
May be I'm not mixed 2 genres good enough, but I'm think what that action was destroying all the fun from game.
Thats my point of view.
Great Work!
Check out our JAM Submission if you want to: https://ldjam.com/events/ludum-dare/41/incompatible-rally
=)
If you have the time you could take a look at my Compo entry! https://ldjam.com/events/ludum-dare/41/a-knight-of-music
Some observations:
- The movement of the ship is too "loose" for a shooter game. The acceleration seems endless.
- The Cards could have much more impact in the game.
- The difficulty evolution could be more rationated
Great game! Some fixes would enhace the fun even more
In general, I think things could be "tightened up" a bit - snappier controls, quicker progression, etc. A checkpoint system, so the player doesn't have to start all the way from the beginning again, would also be helpful for something like Ludum Dare - after all, you want people rating your game to see as much of it as possible.
All in all, a pretty good showing for your first Ludum Dare - hope to see you in the next one!
Shmups usually have fast-paced action and lots of enemies and bullets flying around, because they are ultimately a game that rewards precise skill. Having with a slow-firing weapon and times where you have no enemies on the screen (or some that just pass by) is a bit frustrating.
Otherwise, card games reward planning ahead of time and strategizing correctly. Your card elements just add a bit of randomness to the game start, and nothing else, and could be more integrated in the game (you could select 3 cards from 10 and have swap them mid-fight to fight different types of enemies, for example)!
Don't get this the wrong way, though! I think you have the passion and the potential to do great stuff, and it's clear that you care about the games you make (awesome work on all the reviews you got out there, btw!), and I'm sure it's just a matter of time until you get a grasp on what you "favored style" of developing is. I think this is what you should focus: play more games with an analyzing mindset, find out WHY they are good or bad, and "steal" these concepts to use in your games.
Either way, your heart is in the right place and I think your skills will catch up to it really soon. I'm looking forward to see your new games in the future! <3
I'm agree with you my game not follow the most typical Shootemap games.
But for this game I'm was wanted to speed up my work, and to balance a game,
I'm decided increasing enemy amount on the screen with the the time, and make difficulty increasing gradually that way.
Usually this is achieved not only due to the number of enemies but also their different types.
I knew, what I'm have not much time and the better solution here, create fundament things to make something at least working for the cempo :)
Also I'm think what “stealing” of concepts not always the best idea, couse market of games for now is tons of clons,
all what making them different one each other is story, graphics and one main core feature.
I'm love to experemnt with my ideas and usualy try not look at other works when I'm think out something,
even if in summary my idea will be similar to the one about which I did not yet know before.
In conclusion, I want to add that what my main mistake was the time, between showing cards.
I'm will try harder on next Ludum Dare!
It's not stealing per se, because you are, in fact, learning.
I get that you tried to be different, but every changes have to come with a purpose, not just for the sake of being different. There's no shame in doing something like everybody else - but it's always better if you put at least a bit of your style on it. That's how you'll develop your own, unique game style!
Let me know if I can help with anything else! :)
P.S. The audio sometimes does not play when I open up the game. I think this is might be a Google Chrome issue.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape