Flight of the Shaperate by Skibisky

[raw]
made by Skibisky for LD 40 (COMPO)

Background

First Jam, focusing on getting something out the door.
Practicing putting together a minimum viable product.

A simplistic approach to "More is worse", the more powerups and cash you collect, the more and stronger enemies are.

Gameplay

Side-scrolling shooter, blow up the enemies, dodge the blocks, and collect the powerups.
But enemies deal more damage when you increase your fire power.
And get more sturdy as you heal and increase your max health.
Collecting dropped cash will "clog" your weapons systems causing you to shoot slower.
Taking more damage will spend your cash faster on repairs.

WASD: move, Space: shoot, M: mute

Development Breakdown

Platform: Monogame
Code: Visual Studio
Graphics: Paint.Net
Sounds: sfxr
Fonts: 1001 Fonts

V1 Features:

  • Demo mode: Can play the game better than I can!
  • Programmer "art"
  • Sounds
  • Online scoreboard
  • Fast-paced action
  • Confusing shapes
  • Only 2 floppys in size!

cover1.png

cover2.png

Ratings

Overall 458th 3.152⭐ 25🧑‍⚖️
Fun 368th 3.208⭐ 26🧑‍⚖️
Innovation 615th 2.417⭐ 26🧑‍⚖️
Theme 548th 2.913⭐ 25🧑‍⚖️
Graphics 561th 2.652⭐ 25🧑‍⚖️
Audio 358th 2.854⭐ 26🧑‍⚖️
Humor 378th 2.523⭐ 24🧑‍⚖️
Mood 507th 2.69⭐ 23🧑‍⚖️
Given 30🗳️ 18🗨️

Feedback

Falk Bruskeland
04. Dec 2017 · 14:25 UTC
Nice game. It's a little bit difficult to control the spaceship. But a good game for your first game
mess110
04. Dec 2017 · 14:30 UTC
Got 303 points! Forgot to add my name -.-

Cool game!
Zinkler
04. Dec 2017 · 14:39 UTC
Online scoreboard! A fabric of dreams. It would be nice if controls were a little bit more responsive, but I enjoyed playing it nonetheless.
The_BM
04. Dec 2017 · 14:42 UTC
some music and the controlls need some smoothing. and it's a little bit to fastly paced.
Call_me_Nutty
04. Dec 2017 · 16:02 UTC
Quite nice little fast-paced shooter. I agree with Falk and Zinkler that the controls felt quite sensitive and very jank at points. I quite liked the sound effects and fit in quite nicely with the game. I also found the UI quite unintuitive (everything at the top) in fact I didn't even notice it until my second playthrough. I think it would make a very nice game if the controls were a bit heavier and the UI was a bit more, nicely laid out.
Ale
04. Dec 2017 · 16:04 UTC
Kinda hard to tell the enemies apart from the powerups.
Scott R Howell
04. Dec 2017 · 16:43 UTC
I couldn't quite tell what was going on onscreen, there was shooting, money for some reason, bars, numbers, text, pew pews, squids tangled in sawblades, but the game played well once you got passed the slippery control and has a bit of an addictive property
Strelly
04. Dec 2017 · 16:57 UTC
Hey! This was fun, the movement is a bit weird but not a problem once you get used to it, I didn't really feel the effect of the enemies getting stronger though, I suppose it's because you also get stronger so they balance. Good job!
BloodJohn
04. Dec 2017 · 18:06 UTC
I did not immediately understand in the notation. Control too heavy for me. Crush enemies is fun. Especially when you have infinite ammo.
Stom
05. Dec 2017 · 01:12 UTC
This game is a perfect window into the mind of the creator, good job.
Priweejt
05. Dec 2017 · 17:19 UTC
Help screen showing how enemies look would definitely be helpful. Still a great game though, I even managed to get the highscore!
alottabit
08. Dec 2017 · 00:55 UTC
Nice work! I thought the gameplay was pretty smooth. The enemies and power-ups are a bit too similar in color and style, especially for a fast-paced shooter with lots of things flying around the screen.
srakowski
08. Dec 2017 · 01:29 UTC
There is a special place in my heart for other games that use MonoGame! Great job on your first jam entry and getting something out the door. You have a lot of solid fundamentals built here (you're focus on MVP). One thing I would suggest (which helped in my own en-devours) is watching The Art of Screenshake https://www.youtube.com/watch?v=AJdEqssNZ-U. You've got some of the element of a game that feels really good, but a couple of small additional elements would do a lot (screenshake on damage, larger projectiles, etc). I also had a hard time distinguishing between things I should hit that are good and things I needed to kill. Updating the sprites to make this more apparent would up the quality a lot too. I liked the audio, but was also happy you allowed a mute button (which I used on the title screen to focus on what is going on). Text in an action/arcade game like this is hard to focus on. Visuals/Icons would be a better way to convey some of the information. All things considered you should be proud of what you were able to accomplish in the compo. Well done! :)
LMB
08. Dec 2017 · 02:16 UTC
Shooters are not exactly my cup of tea, but I recognize that overall you did a nice job here. I mean, it looks like a complete game. My greatest difficulty was understanding was on the screen (should I take that colorful flying thing or should I shoot it? :-) )

The demo mode was a very nice touch! Arcade feelings :-)
Antti Tiihonen
09. Dec 2017 · 10:19 UTC
I appreciate the somewhat Jeff Minterish madness this game seems to have! It's zany and pretty fun too but I found the somewhat busy background graphics distracting. It made it pretty difficult to tell what was going on on the foreground at times. But still, a solid start for your jam career! :thumbsup:
gamedevbynight
10. Dec 2017 · 10:42 UTC
Good first jam entry. Thx for letting me muting the sound! :D I liked the graphics. They are more like my graphics! :D
Pecolyte
15. Dec 2017 · 14:53 UTC
Cool one! Fits the theme well, the controlls need a little skill, avoiding both bullets and objects are rather hard in the later period. The text sound at starting is a little annoying. But other sfxs are fine. Overall, nice entry!