Self-Made Spaceman by Dylan Wolf

[raw]
made by Dylan Wolf for Ludum Dare 45 (COMPO)

Self-Made Spaceman is a typical space shooter, except you have to commandeer a ship to begin playing. From there, you'll have to pick up powerups to gain shields or useful weapons.

Tools used: Pico-8

Ratings

Given 5🗳️ 7🗨️

Feedback

CharitosDev
05. Oct 2019 · 22:54 UTC
Very beautiful graphics! Good job!
Khod
06. Oct 2019 · 13:33 UTC
Hey ! Great game. I like to start without out weapon and to uncover that you have to crash into your first enemy to start shooting.
The hit box needs to be adjusted.
We need more fancy weapons ;)
Fictions
06. Oct 2019 · 19:56 UTC
I was desperatly looking how I could shoot, then I crashed into my first ship xD
thesnide
07. Oct 2019 · 07:03 UTC
I had roughly the same idea, but your execution of it is much better than mine. :thumbsup:
Nakami
08. Oct 2019 · 01:13 UTC
Nice entry !
Would like it very much if there was more weapons but especially other types of enemy
The Osk
08. Oct 2019 · 15:51 UTC
Really nice! I'm starting to like more and more those virtual consoles, entries like this make them look awesome!
irock
08. Oct 2019 · 21:26 UTC
I like the art. The way you can visually see when an enemy has shields is a nice touch.

I wish choosing your ship at the start didn't seem so inconsequential. You always seem to get the same ship and weapon every time.

When the player ship takes damage, I'd like for there to be visual feedback other than the screenshake, because sometimes I can't easily tell whether I killed an enemy with my weapon or if they died from colliding with my ship.

I also echo the thoughts of wanting more enemy and weapon variety, but it's understandable not to have that given the time constraint.

I really like the idea of being able to take an enemy ship. An idea I had for if you continue working on this: it might be interesting to knock the player out of their ship when they "die" and give them an opportunity to steal another ship, but make the movement mechanics outside of a ship looser so it's not too easy, and end the game if they go off screen.
LeviDSmith
14. Oct 2019 · 03:55 UTC
Nice game! After playing it, I realized that it's best to either stick with the missile upgrades or laser upgrades, since switching between the two resets the damage amount. I really liked the the screen shakes, since it made it feel like I was doing some hefty damage. I also liked the explosion and flame particle effects, and how you used palette swapping to distinguish between the different shields for the enemies. My best score was around 19,000.
paulhocker
18. Oct 2019 · 04:16 UTC
very good shooter -- could have used some more enemy variety but I liked the progression and use of theme -- nice game