Depths Of Space by Darksoft
First Ludum Dare Jam :)
Space Shooter game about diving in depths of space!
Your goal is to destroy enemies, you have 4 different types of weapons, but to use the other 3 you need to pick up ammos. Controls:
WASD - Move,
Space - Shoot,
1-4 - switch weapons

| Link | https://darksoft-d.itch.io/depths-of-space |
| Original URL | https://ldjam.com/events/ludum-dare/57/depths-of-space-1 |
Ratings
| Overall | 785th | 2.925⭐ | 22🧑⚖️ |
| Fun | 691th | 2.95⭐ | 22🧑⚖️ |
| Innovation | 825th | 2.425⭐ | 22🧑⚖️ |
| Theme | 840th | 2.4⭐ | 22🧑⚖️ |
| Audio | 514th | 2.789⭐ | 21🧑⚖️ |
| Humor | 594th | 2.353⭐ | 19🧑⚖️ |
| Mood | 709th | 3.056⭐ | 20🧑⚖️ |
| Given | 7🗳️ | 8🗨️ |
* the sounds should not stack with each other, otherwise the game is too loud when there are many same enemies on the screen. I experienced ~6 enemies firing at the same time and it was quite loud. :D Usually, you either don't want to stack them at all, or multiply the volume of every next repeating sound by some ratio, so 6 sounds are x2 louder than 1, not x6 times.
* there is a gray area in the right and bottom part of the web build. It doesn't break the game, but makes it look less polished. Should be quite easy to fix by adjusting the project settings (depends on the engine you're using). Note that you can also adjust the area size in itch settings.
* please add a game description, otherwise it's hard to tell what pick-ups do. This game doesn't require a tutorial, as it's quite simple and intuitive, but the pick-ups are a different beast. Another (better) way of solving it is to add a floating text after you pick up something. Like "+1 life" (1UP), or "extra damage", "+score", etc. This would feel much better and help the player understand the meaning of those.
* I would also suggest adding screenshots of your game both here and on itch io
* The game is probably too easy. These kinds of games typically have a 1-hitpoint mechanic with lives, but since it was a thing of its time, 3 hp is probably better (or a shield that recovers over time that acts like a saving hitpoint on top of a single hp). It's not a deal breaker, but this kind of game can mostly entertain by its high risk gameplay (1 hit and you're dead).
* I can't tell what bonuses do, but maybe they do provide some upgrades? In that case, it's good. But they would only improve the experience if (A) the results are so good that they're apparent to the player (B) they're explained by the game (a floating text is the best way to explain those)
* One enemy uses a very long sound sfx for a single-projectile attack. I would either make it fire a lot of projectiles repeatedly or use a different sfx.
On the bright side, it does play relatively well and I gave it 5 minutes. The difficulty does increase, although 20 hp is a lot at the beginning. The sounds balance makes later gameplay too loud for my taste as the sounds stack.
I do like the extra efforts for death animations and damage effects. It would be also cool to have flipped sprite versions for turns (e.g. 3 states - left, normal, right). You can easily achieve that by adding a half-sprite shade for the turning direction side.
Adding a few screenshots would improve the game's visibility and first impression. The game feels slightly easy. Adding a risk element, like limited HP or a rechargeable shield, could make it more engaging. It’s hard to tell what bonuses do. If they improve gameplay, their effects should be both visible and understandable — floating text could help here too. One enemy uses a long sound for a single attack. Either shorten the SFX or have the enemy attack more frequently to match the audio.
it was also annoying to see the cursor, the game should hide it. also the enemies are quite bad after i was bored it took very long for them to actually kill me.
1. Стоит сделать хоть каоке-то оформление на itch-е, и хоть один скриншот добавить
2. Твоя игра видимо не скейлится от экрана, либо у тебя изначально кусок экрана как-то съехал
3. Кучи звуков создают слишком много шума, не говоря о противном пищащем лазере 0-0
4. Да, есть несколько оружий, но сложно почувстоввать импакт кроме лазера, второй я не понял, третий вроде взрывается, а вроде... непонятно
5. И если никого не убивать, то врагов становится всё больше и больше и больше...
В общем, вот такие мысли!
По оружиям - я бы зеленую сферу переработал, ей тяжело попасть, и по сравнению с другими пушками выглядит слабовато. Ну и ещё к 13000 очкам у меня почему-то перестало стрелять любое оружие (даже обычное), хотя боеприпасы были, мб баг, но не уверен. Визуально игра выглядит хорошо, все корабли и снаряды четко читаются, но power-апы можно сделать чуть больше, чтобы их легче было различить на экране
What a fun little game. Well realized, with varying enemies that have different behaviors and weapons, and different weapons to choose from that are more or less helpful in different scenarios. A couple of things that would have helped step it up to the next level would have been background music (I get it, I didn't have time to add it to my game and was bummed--music adds so much) and a little more leaning into the theme. For example, having staged levels that take you "deeper" into space at certain point thresholds--or some other way to push the theme--would have made little additional work but given more of that going into the depths feel. But that's nitpicking. Really solid game mechanics, worked flawlessly for me, and was fun to play. Great job!