Space-Fix-Attack by John llyod Apolo
Space-Fix-Attack is a space shooter where you have to use an unstable ship. Fight aliens, avoid obstacles and keep your ship stable to survive.
Bug fixes 1: Particles not pausing - Fixed.
UI collider trigger interfering on each other - Fixed.
Bug fixes 2: Cursor not showing after player died - fixed.
Bug fixes 3: How to play button not showing tutorial - Fixed.
Enemies move too fast - Fixed.
Bug fixes 4: Cursor not showing after you win - Fixed.
Sound effect and enemies death effect not playing mid game - Fixed.
Less enemies at mid game - Fixed.
Bug fixes 5: Gun fixing UI have the wrong color - Fixed.
Player not taking damage while fixing - Fixed.
Fixing UI does not change properly - Fixed.
| Link | https://greenmaskgames.itch.io/space-fix-attack |
| Original URL | https://ldjam.com/events/ludum-dare/49/ship-unstable |
Ratings
| Overall | 1036th | 3.3⭐ | 27🧑⚖️ |
| Fun | 1033th | 3.16⭐ | 27🧑⚖️ |
| Innovation | 691th | 3.36⭐ | 27🧑⚖️ |
| Theme | 1036th | 3.22⭐ | 27🧑⚖️ |
| Graphics | 885th | 3.46⭐ | 27🧑⚖️ |
| Mood | 278th | 3.86⭐ | 27🧑⚖️ |
| Given | 30🗳️ | 6🗨️ |
What I would like to see is some sort of score to see if I get better over time.
I like the field of view a lot.
- Letting you pause the mini game and resume control of the ship and the go back to the mini game. This could allow a more dynamic gameplay and more enemies
- Random minigames for each stage
- A timer to finish the minigame, otherwise you go back another stage
Really great job, I loved this game!! it totally needs more love :D
https://youtu.be/QZxtnpxwT_M?t=545
in the end where the game lacks is that special something about it
(By the way: The description says that the right mouse button is shoot, and the left mouse button is fix, but it's clearly the other way around.)
I found avoiding/shooting obstacles fairly easy, I didn't get hit at all until I intentionally rammed into something to try out the fixing system. I think perhaps the difficulty could ramp up over time, become a bit more clear that you're getting closer to the end. I was about to quit the game because I thought it was endless when I did reach the end, so a bit more signaling that there is an end would be great.
Good job with this one :smile:
https://www.youtube.com/watch?v=01dcU5RDzZk
Thank you for requesting this gameplay!
https://youtu.be/kls2So5T4fo
Given the premise of the game, my first question that went through my head was, "how is the game designer going to balance the focus being split between fixing their ship and dodging enemies?" Having now played the game...I think the experiment had an interesting answer that kind of costed one aspect of the game. But first, the good parts: I thought the mouse controls to move the ship was genuinely a clever idea, and really well-put together. The fixing minigame as well was straight-forward and easy to grasp what I was supposed to do. Credit to the graphic design: it's an easy game to understand and play with minimal instructions.
I think the part that didn't work so well was the actual firing and dodging part of the game. Despite having some of the smoothest and flexible ship controls, I never got the sense to be able to flex my skills with it because the enemy and bullet spawns are so few and far between. I realize most of it was to balance with the fact that it's supposed to create a breather while the user is fixing their ship. Still, it's the first thing the player sees when starting the game, and the slow nature to what looks like an otherwise high-action genre puts a damper to the experience.
I think these two modes could be merged together by reducing the cost of fixing the ship, thus making it less risky and provide a lot more room for the shooty-bang-bang part to improve. For example, it might be cool to slow down time while doing the repair mode. Doing so doesn't reduce the risk to zero, but still gives the player an ample amount of time to perform the repairs. It might be further interesting to extend that with inclusion of upgrades, where they also need to be applied through a minigame mid-playthrough.
I like the idea that the game presents, and think it can be expanded upon. Would like to see more time spent in it to find the sweet spot for a fun game.