Space Brawls by jcsirron

[raw]
made by jcsirron for LD 38 (JAM)

SpaceBrawls Title.png

Congratulations! You have completed basic training and are​ now ready to start tactical training in the SpaceBrawl Navy. To master this course, you must successfully jam your opponent before they can jam you. No one like to be given the raspberry!

Your air shield generating station is orbiting a small world and is equipped with a jam cannon. The enemy station is orbiting a nearby world: You must jam that station to bring down their air shield. Your cannon can be set from 0 to 11: Higher settings fire at a higher velocity. If you jam the enemy before they jam you, you will win the exercise.

(A Long, long time ago, people used to use the opposite system: A planet providing a shield around an orbiting station. But when a small team of commandos were able to destroy the shield generators with spunk and a few teddy bears, the shortcomings of that approach were made clear.)

Links

  • SITE: https://jcsirron.itch.io/spacebrawls

SpaceBrawls Single Player.pngSpaceBrawls Two Player.png

Ratings

Overall 680th 2.771⭐ 50🧑‍⚖️
Fun 692th 2.435⭐ 48🧑‍⚖️
Innovation 420th 3.064⭐ 49🧑‍⚖️
Theme 519th 3.17⭐ 49🧑‍⚖️
Graphics 697th 2.283⭐ 48🧑‍⚖️
Audio 471th 2.395⭐ 45🧑‍⚖️
Humor 439th 2.439⭐ 43🧑‍⚖️
Mood 677th 2.533⭐ 47🧑‍⚖️
Given 23🗳️ 14🗨️

Feedback

oxrock
02. May 2017 · 11:26 UTC
Its' kind of a strange game and I find myself just shooting randomly to be quite honest. I love the back story though and you gotta love anything spaceballs related.
yyam
04. May 2017 · 23:00 UTC
A little difficult to play, but you seem to have a nice concept here. I liked the sound effects and your back story :)
Rixud
05. May 2017 · 06:26 UTC
the best was the "Lore" hehehehehhe, i didn't quite figure out how to aim properly just shooting over and over and hope some shot hit the target, maybe more control over the cannon, like orbit speed (to get on position fast) and some directional adjust, at least some degrees... nice concept though
terryg
05. May 2017 · 10:07 UTC
This is such a great game. I loved what you ended up with on audio. Nice fun entry!
Tuteupaituamae
05. May 2017 · 12:02 UTC
A great game. I loved the audio.

rate us https://ldjam.com/events/ludum-dare/38/deep-bottom
kleinzach
06. May 2017 · 01:01 UTC
The game kept ending, but I was never really sure why. A little more feedback to the player would be nice. I liked your presentation quite a bit, and multiplayer is a nice plus as well!
Clavus
07. May 2017 · 20:00 UTC
Took a bit to get the hang of, but in the end quite simple. Would be nice if it had a bit more depth to the gameplay :)
geck0
07. May 2017 · 20:23 UTC
It was hard to understand how to play (yep, I thought "Training" was a training mode not a tutorial/controls info, and I was looking for controls while playing :P)

But it was cool when I manage this, well done.
korvyashka
09. May 2017 · 20:04 UTC
Tried to understand the game without reading training, and understood mechanics nearly after 3 fast games with AI - then it was pretty fun, despite on fact, that there is a lot of random things happening.
Laaph
09. May 2017 · 20:35 UTC
This is an interesting game, the controls are not what I'd expect (right to shoot, up/down to strengthen power of shot), but still pretty cool!

The random obstacles seemed to win me more games than actually shooting the other guy out of the sky did.
BAJARYMI
11. May 2017 · 04:55 UTC
Strange, but well done
bobsleigh
12. May 2017 · 01:43 UTC
I thought the concept was great. The physics seems to be working very smoothly and that's amazing. However, it was really hard to control the shooting. I experimented a bit with diffrent power level, but it was really hard to hit the other player. I ended up just shooting randomly. I think it'd be more fun if you could control the position of the shooter on the planet.

But then again: good work on your physics engine, really neat!
doomshmuck
12. May 2017 · 03:29 UTC
I won 4 times, and I have no idea why... there wasn't really any feedback that I could tell, and after just firing randomly, I just won? I wasn't really sure what was going on.
Issac
13. May 2017 · 20:31 UTC
I like the concept -- the orbital physics seem pretty solid. It's a little confusing and hard to play though.
awesome
13. May 2017 · 22:27 UTC
It's a hard game :( but in the end I like it^^ .
First time was hard to understand what is going on. Need better UI \ design .
Overall : very nice:)
DDRKirbyISQ
13. May 2017 · 22:56 UTC
Fun sound effects, though the audio for the main menu stacks and plays multiple times if you go back and forth between it =P

Kind of interesting design, but it didn't feel very great from a game design perspective. I think the rotation speed should have been faster so that you don't feel so useless while waiting for your station to face the right way again.

I think a trajectory indicator (Osmos-style) would have helped a lot too! Though obviously that's hard to implement quickly.
Acuity
13. May 2017 · 22:58 UTC
It's really hard to tell where the projectiles are going to go - maybe I'm not accounting for some of the other objects with mass very well. It also feels like there's a lack of control because you can't choose where you shoot from, and you have to wait to slowly revolve around your planet until the right angle - it would be nice if you could control where you are with the left and right arrow keys.

Still decently fun to play!
jelch
14. May 2017 · 00:17 UTC
Very unique idea, love that you have multiplayer. More control over the turret and/or planet, as well as a more intuitive control scheme in general would have been nice.
internetpaulicy
14. May 2017 · 04:16 UTC
I played one player. I like the idea of orbital aiming and being limited only to starting energy for the projectile. I think if there was a little tracer on the round we could see the path and better understand the mechanic. I was able to get the hang of it. It reminds me of playing star control versus mode on an old 286 :)
Ben McEldowney
14. May 2017 · 05:47 UTC
Tough to aim, but very unique idea. Plus points for both Spaceballs and Star Wars references.
zener
14. May 2017 · 07:49 UTC
Interesting concept. It was quite fun, you could add some help to make it feel less random
Pecolyte
14. May 2017 · 10:00 UTC
Got some vitrory. It feels like there is not much I can do. Gravity and moving target makes it very hard to calculate, and maybe there should be some more to controll?
Thirrash
14. May 2017 · 13:07 UTC
Took me like 1 minute to figure out how to correctly play the game but I have to admit - it's really brilliant. Concept of gravity is quite unique and whole game is well-made. Gj!
sorceress
14. May 2017 · 14:01 UTC
nice story, but gameplay feels a bit random
ping78
14. May 2017 · 15:13 UTC
Concept was great. Took a bit of time to get the hang of things.
Snowdrama
15. May 2017 · 22:14 UTC
Took me a second to figure out how to actually play, and I didn't realize you could shoot the asteroids and have them fall and kill you until almost 4 games in. I kept seemingly dying for no reason. Other than that fun game!
stuntddude
16. May 2017 · 08:07 UTC
I tried to do something similar for a previous jam and wasn't able to get it to work the way I wanted. I'm glad to see someone give this concept the attention it deserves! I ran into a couple bugs: first, the AI bullets appear to rotate in a weird way sometimes, like the sprite is offset away from the bullet's center before being rotated, and second, the audio begins to glitch out after a while and then goes silent altogether if you play for long enough, like the program is running out of sound channels or something. And I do think the control scheme is a bit awkward/unintuitive - I wish I could change the cannon power by holding down the button instead of tapping furiously until I give myself a repetitive strain injury. But overall, it's a lot of fun.