This is pretty cool for the 13k challenge. Kudos and thanks for open sourcing your project!
Play game
Star-Hopper: Ring Rescue's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
js13kGames | #8 | n/a | n/a |
Graphics | #56 | 3.536 | 3.750 |
Innovation | #71 | 3.064 | 3.250 |
Overall | #88 | 3.008 | 3.190 |
Theme | #98 | 2.828 | 3.000 |
Gameplay | #100 | 2.923 | 3.100 |
Audio | #130 | 2.687 | 2.850 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Challenges
GitHub repository url
https://github.com/morph-games/ring-rescue
Comments
Impressive 3D game submission for 13k! Having to balance power between shooting, moving, or shielding was neat.
The skill involved in putting this together is amazing. Pushing every KB to the max. Respect.
It's a rare example of an almost vanished genre. I played games like this on the Spectrum. Great result for the amount of code!
I had no idea you could do all of this 3d model with such small file size great work =)
The aiming took some getting used to but really fun when you start landing multiable shots in a row. Great job on the neat space environment.
Only complaint is that I have to tilt my ship downwards to shoot in front of it, otherwise this is a great game.
Nice work! Moving around in space and preserving momentum is a cool feeling, and the retro sounds add to it. Having all the controls displayed as check boxes is a great choice since you can explore them at your own pace. It's hard to get the controls right though which can make playing it a bit tedious. You asked for some feedback in the Discord so I'll add my thoughts here.
Aiming your shots is hard when they are aligned with the ship's rotation, especially when the ship eases slowly into facing forward. Faster minimum rotation and a visual crosshair could help a lot. Shots also curve when you're moving fast since they don't seem to inherit your ship's velocity, but adding that could probably make it feel tighter. Slight auto-aiming is of course also an option, or rapid fire with somewhat random angles, giving you move of a cone-shaped firing zone.
I couldn't quite figure out why I couldn't fire while moving and why the shield lasted such a short time. The reason was shared power, yet the indicator is a tiny label in the corner. Making a visual power indicator near the center of the screen could help since that's where you're always looking. Shield duration could probably also be increased since you're always low on power while moving and battling, making your shield only last a second.
Great feedback, thanks!
The curve of the shots is an oddity caused by the max velocity, but they probably should be allowed to go faster. A crosshair is a good idea, as is the idea of a cone-shaped weapon. I considered autoaim, but didn't know how to implement it without it looking weird.
The shield and power were added in the last days so they didn't get much love (due to lack of bytes mostly). As it is, the shield is meant to be a reactive block, used only in desperation. This is counterintuitive since shields in most scifi and video games don't work like that.
Nice game. I didn't play much, as the key's where messing with my browser a bit, but what I did play, I liked a lot.
My only real complaint is that there's a lack of a Windows build (something that is allowed, as long as you prioritize the web build), and that there really isn't any music. Other than that, great game you have here.
Uh! Nice game. Instantly got that feeling like when i was playing "Wing Commander" for the first time (Yes. Old i am...)
I dont agree, that it is too hard to hit the enemy ships. Its perfect for me.
A 3D space game in 13kb is a hit! Good job!
Sick, I like the presentation. a bit hard to steer/aim the ship be nice if the reverse let you stop a little faster
This game is so cool! But it's really hard to hit the enemy ships. Needs a little auto-aim
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