Spaceship Shooters by AntariaN

[raw]
made by AntariaN for Ludum Dare 55 (JAM)

Description

You are on the mission, summoning the orbital strike on the target... Just a few seconds a there is a big explosion! But what about the guy who sends the requested payload? Now you get a chance to figure it out yourself. Get a request, prepare the corresponding payload, aim and send it down!

Spaceship Shooters is heavily inspired by the Arrowhead Game Studios' amazing games Helldivers and Helldivers 2, but gives you the chance to look at it from a different perspective.

Screenshot 2024-04-18 at 09.16.36.png

Controls

  • Q/E - rotate (orbit) camera
  • 1/2/3 - prepare the payload
  • LMB - hold to aim down, release to shoot prepared payload, or simply click to send it with no regards to precision
  • RMB - cancel aim and shooting when aiming down, or cancel payload when not
  • Escape - pause / menu

Assets

Made using: - Unreal Engine 5 - Fast Noise Generator asset - A lot of hard work, as everything else were created by us

Team

A team of four good persons with some to none game development background, 2-4 weeks of experience with engine, working remotely: - Antarian - gameplay systems, procedural generation, 2D art, UX/UI - Samvel Muradyan (Samallo94) -gameplay systems, music, UX/UI - CoconutWaffle - 2D art, UX/UI - Allira - 3D art, 2D art

Known issues

  • Game window looses focus when Game Over menu appears

We tried our best to iron out all of the issues, but surely the list will be updated soon :)

Notes

  • Depending on your security settings macOS may block the game from running and require you to go to the Privacy & Security settings to manually allow the game to run. There is nothing we can do about it since none of us has the developer account to sign the game.

Made for Ludum Dare 55 – Theme: Summoning


Changelogs

1.0.1

  • Added game version to the main menu
  • Increased radius of allowed cursor movement in aim down mode
  • Fixed beams spawning in the air
  • Fixed Game Over screen not appearing
  • Fixed Pause menu not letting you unpause the game
  • Fixed Pause menu appearing in the Main menu
  • Fixed Pause menu having two buttons assigned that allowed to open two Pause menus
  • Fixed Game window loosing focus on navigation through menus and loading levels
  • Fixed RMB not canceling the aim resulting in being stuck in the aimed down mode
  • Fixed game displaying prototype payload and request system instead of MVP
  • Fixed game displaying incorrect icons for some of the payloads
  • Fixed missing Tutorial menu button in Main menu
  • Fixed Game window having LD55 name instead of the game name

Ratings

Overall 1112th 2.974⭐ 21πŸ§‘β€βš–οΈ
Fun 1055th 2.895⭐ 21πŸ§‘β€βš–οΈ
Innovation 997th 2.895⭐ 21πŸ§‘β€βš–οΈ
Theme 1122th 2.763⭐ 21πŸ§‘β€βš–οΈ
Graphics 823th 3.342⭐ 21πŸ§‘β€βš–οΈ
Audio 709th 2.816⭐ 21πŸ§‘β€βš–οΈ
Humor 993th 2.235⭐ 19πŸ§‘β€βš–οΈ
Mood 926th 3.184⭐ 21πŸ§‘β€βš–οΈ
Given 42πŸ—³οΈ 17πŸ—¨οΈ

Feedback

bigbossman
16. Apr 2024 Β· 07:33 UTC
Hello!
Unfortunately, it was not possible to understand what the player’s goal is in your game, nor how the controller works. I figure if it's not in the game, it would be wise to at least write that information on this page.

Best wishes!
Gnum_
16. Apr 2024 Β· 23:14 UTC
Awsome graphics!
Nicso
18. Apr 2024 Β· 15:45 UTC
Nice take on the original game

would have be cool to have some of the same challenges like team kill

Nice entry πŸ‘
Cievers
18. Apr 2024 Β· 15:49 UTC
Thematically, visually, and mechanically really cool! I do agree that there seems to be a lack of a goal or real challenge though
🎀 AntariaN
18. Apr 2024 Β· 17:19 UTC
@nicso @cievers thanks for the feedback! We did what we could in 72 hours, but we also planning to improve the game and add more challenge, goals, mechanics, and generally broaden the scope and gameplay after the voting period ends :)
Nicso
18. Apr 2024 Β· 17:22 UTC
@antarian oh don't worry, we totally get the "only 72 hours", same team on that ahaha :) hope you the best if you plan to improve the game, there is a great potential
Anthony Dunlap
18. Apr 2024 Β· 18:06 UTC
I think this is a really cool concept that could be expanded upon further. I like the sensor map aesthetic that you went for a lot. The only problems I had were that aiming the payloads was a bit confusing, since the circle appeared to be suspended above the map until you aimed. I imagine this was intentional, but was a bit annoying at first to get a spot-on delivery once it is fully aimed. Sometimes, many payloads would be requested near each other, and it was confusing to figure out which line was for which payload.
Overall, a neat game, but still needs more work on the concept. Would love to see what it looks like post-jam with more mechanics. I think it'd be interesting if you had to pick and chose which payloads to send and which to ignore to influence the battle.
LDJam user 276121
18. Apr 2024 Β· 18:13 UTC
The lack of some sfx on the inputs was a shame-some dubbed in clicky-clacks would have made it feel more tactile to punch in the commands.
LDJam user 385897
18. Apr 2024 Β· 18:17 UTC
Hello I really liked this game and honestly the best part was the music... Really great. As for the game it had some bugs but I understand the time limit. I rated 5/5 but I would appreciated if you exlpained to me how to play. I didn't understand if there was a bug and I couldn't play it or it was just me that I didn't know how. Really cool though keep fixing it and after the jam it will become great. Can you come see our game? https://ldj.am/$385986
Skeffles
18. Apr 2024 Β· 18:35 UTC
Took me a while to understand how to play and when I did, I still wasn't sure if I was doing it right.
Pressing a selection, firing at the area, but I didn't feel like I had any feedback of things working.
NiceKot
18. Apr 2024 Β· 19:03 UTC
haha, that's a nice take. Very solid work especially for a jam, but if you don't mind I'd like to give a bit of critique:

1. There's no win condition, only lose condition and it is kinda hard to lose. IMO the game will benefit from overall time limit or amount of strategems you have to execute to win round. The rounds could get harder and harder etc.
2. The icon of one strategem often obscures the point of other calls spawned behind it.
3. When the call is spawned on the border between two cells, the line is visible merged into the grid and can't be easily seen

Anyway, great entry!
SStyles93
18. Apr 2024 Β· 21:56 UTC
Nice visuals and controls, unfortunately there is a cruel lack of signs and feedback. I did not understand if my actions where valid when I played and ended up dying (game over) without even knowing why :(

That being said the theme is respected and playing the "Hell Divers 2" ship payload guy really made me enthusiastic. Probably would have been a cool feature to offer in the real game.

Overall I love the idea and salute the attempt, I just feel frustrated about the result since I had high hopes and nice visuals to go with them.
In any case with little improvements it could be great so good job for that!