Stasis Break by 3mpty

Take control of the Stasis Breaker, a top secret prototype starship with an FTT Drive (Faster Than Time)
Travel backwards in time at will and fight beside your past selves to wreak mayhem! Survive brushes with death by rewinding the clock! Engage and armada of enemy ships and leave nothing but decimation in your wake!
Will you defeat your enemies in time? Or will you just be...
Stuck in a Loop?


Please post your high scores in the comments! I'm interested to see how high you can get!
| Youtube | https://emptystudios.itch.io/stasisbreak |
| Youtube | See above |
| Youtube | See above |
| Youtube | WebGL build unavailable (Shaders didn't work) |
| Original URL | https://ldjam.com/events/ludum-dare/47/stasis-break |
Ratings
| Overall | 441th | 3.757⭐ | 39🧑⚖️ |
| Fun | 363th | 3.716⭐ | 39🧑⚖️ |
| Innovation | 566th | 3.541⭐ | 39🧑⚖️ |
| Theme | 685th | 3.737⭐ | 40🧑⚖️ |
| Graphics | 162th | 4.303⭐ | 40🧑⚖️ |
| Audio | 273th | 3.811⭐ | 39🧑⚖️ |
| Mood | 483th | 3.686⭐ | 37🧑⚖️ |
| Given | 34🗳️ | 48🗨️ |
edit: '+X' is wrong, '+x' is correct.
The graphics were amazing.
It took me quite a few tries to get through it, but then again I am not all that great a shmup player so the fact that I beat it at all probably means it's not too hard.
The aesthetics are lovely and the game as a whole feels smooth, great work :)
Here are my feedback:
_Positive points
- Beautiful graphics
- Nice music and ambiance
- Clever usage of the theme, it allowed me to appreciate the gameplay style of your game
- Controls really well
_Negative points
- The player attack felt a bit weak compare to the enemies attacks
Overall: very nice work!
Solid arcade game. To my limited experience of the genre the special power was interesting and innovative. There were a couple of places where visual indicators could be tuned to make things a little clearer for the player without reducing the visual noise.
Specifically, I'd make sure enemy attacks always stand out from other element, and the glow indicating that you're about to regain control of your ship during a stasis break could be a touch clearer.
I didn't fully understand how the scoring mechanics worked, but if there were some sort of multiplier for killing enemies with copies of yourself, I could see the high score runs being incredibly strategic and requiring a lot of skill.
Great game!!
(Scoring spoilers)
Score is determined by a few things:
Kills (Kills that happen multiple times due to rewinding time DO count, so rewinding after a bloodbath can increase your score, each ship is worth 100*base hp points)
Reflecting bullets (when you phase back in, bullets near your ship turn into missiles, you get a multiplier for each projectile you reflect in one 'batch', so big reflects are worth more)
Picking up hourglasses (1000x the number of hourglasses you have after picking it up)
You lose 4000 points on being hit by an enemy
With these rules I'm not actually sure what the skill cap on scoring highly is, but I think a skilled shmup player (with a bit of practice) could easily smash my high scores, which sit at around 40-50k per level. Having an interesting score system was really important to me and I think I did an ok job, but I think the general audience of a game jam don't really care as much about score as more hardcore shmup players.
I wanted score numbers to pop up to make the system a little more transparent, but it got cut at the end in favor of making the 2nd level.
Overall a very solid shoot-em up, with a good take on the theme. Well done. :)