Shooting Star
Vampire Survivors meets the Space Shooter genre. Defeat your enemies, collect experience and evolve your arsenal to survive in the harsh deep space.
About the game:
Shooting Star was an entry to the Godot Wild Jam #51 with the theme upgrade, and was made in the span of 7 days. All game art, music, code and design were made by me alone. Shooting Star is actually my "first game", I have other prototypes but all of them are far from completion. It's also my first ever game for a game jam, and I enjoyed the process a lot and certainly will be participating in more jams!
Plans:
When I started the jam, I immediately thought of making a game based on the game Vampire Survivors. The plan was to add almost all of Vampire Survivor's mechanics into the game. Not all of the VS's mechanics are implemented, like weapon evolutions, but if I continue to work on the game, it most certainly will.
Shooting Star still misses some of the features I couldn't make in time, like weapon evolutions, bosses, more enemies and more weapons and items. The game currently has only one type of enemy, three weapons and three items, it has no end to the game loop, so at this stage it's more like an endless runner...
Known Bugs:
For some reason the UI freaks out when you choose the Rocket Launcher as your second weapon it doesn't update the values in your inventory correctly, also regarding the Rocket Launcher, it still doesn't targets and follows the enemy (It actually does but it's not in the published version, I couldn't fix a bug with it and just gave up until I understand the engine better). Also the health bar doesn't show your full health bar when you upgrade your health points, I forgot to add a line to that specific code until the end of the jam. If you find any other bugs, please post it in the comment section and I'll try to fix it.
Thank you for checking the game page, and hope you enjoyed the game!
Status | In development |
Platforms | HTML5 |
Author | Ilihami |
Genre | Shooter, Action |
Tags | Pixel Art, Roguelike, Shoot 'Em Up, Singleplayer, Space |
Comments
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The game in my opinion was really fun. I played for a while and really liked the upgrades and art just it got boring quickly. I would like if maybe the enemies got faster over time or some challenge that makes the game harder over time to make it more interesting
Thank you very much for playing, if I keep working on the game I'll surely make it very challenging and I'll make sure to make the art and the upgrades even better!
I played up to 11 minutes in lvl 12. I stopped playing because there's not much I can do anymore and I felt like I've seen enough to know what the game is about. My feedback:
-game doesn't feel difficult enough to feel like a threat. I would suggest adding a timer every 30s or 60s where the ships speed up and have more spawning in because the game's only pull for me was the powers.
-leveling up could be better if it's twice as fast but if you can't add more powerups leveling up would maxed too fast. That's okay it's fine as it is for now. The leveling up is also too slow in lvl2. The leveling could get harder and harder by a little like 10% increase in required xp but make it easy to level up at first.
-the rocket powerup is broken. It levels up along with the first weapon and it doesnt do its job which is heat seeking making it like an addition of attack from the first weapon.
-the gems could have more variety like having random level exp for smal, medium or large xp with different colors.
-the enemy variety is lacking a little like a harder to kill enemy, faster enemy or even an enemy moving side to side or shooting back at you. It would be nice. Or a ship trying to follow you so you have to hit it by force. I also dislike when the enemy passes you, I think i should be damaged to incentivize killing everyone.
-Pausing is also a good idea because it never ends. ALthough I use leveling up as a pause so its fine.
-Could you a bar for the cooldown when you can shoot? Because when i tap it too fast, i felt it was unresponsive. Another good idea is to make the shooting automatic without the need for input like vampire survivor since when I discovered i can hold spacebar, it was pretty much automatic anyway.
I felt like I'm being to critical but it is a good start though, I also played vampire survivor and it's inspiration which Magic Survival so I really this genre. A good start for a game. 69/420
Thank you for playing, and I'm glad you played for so long, and for your great feedback!
- Yes, i'll add more difficult enemies, bosses, and I'm planning to add that, or something on those lines, glad you liked the upgrades, I'll make sure to add some cool ones.
- The leveling system was based all around Vampire Survivors, it's the exact same values, I was testing to see if I would leave those values or make my own, but since I still don't have new enemies that drop more exp, I wasn't able to test it enough.
- Yeah, the Rocket Launcher has a lot of issues right now for some reason, and the heat-seeking feature is not in the released version because the game would crash if you killed the enemy it was targeting, and I couldn't fix it before the jam deadline.
- I actually planned to add more enemies and each of them would have a certain tier of exp they would drop upon defeat, but as the game currently only have one enemy, it only drops the lowest tier of exp, it should increase the amount it gives, based on how many minutes you played, else the game would be super grindy, but I'll remove that when I have more enemy types.
- Yep, I planned to have tons of enemy types, each with it's quirks and mechanics and even bosses, but as I'm new to Godot, I wasted a lot of time trying to implement things the way I would do in Unity, only to realize that it would not work on this engine, and couldn't add more enemies, but I enjoyed godot a lot overall.
- I haven't remembered to pause the game, but it really needs it.
- I'm currently planning on two options, the first would be a toggle on the options if the player would like auto-fire, or have auto-fire as an upgrade you get in the last level of an item. I still would like the player to have the option to shoot like in the old space shooters, but maybe I just need to add auto-fire and forget the manual inputs, will have to test it out later.
No please don't worry about it, I love critiques, it's what makes us grow on our abilities, I would be pleased if you offered more advice since i'm kinda new to making games. I also really love this genre, and it could be implemented in so many different ways, it's very exciting.
Thank you very much, and sorry for the long wall of text, I just love discussing about games.
Cool game. Some feedback:
- Music is not really connected to space theme.
- The game results being really easy, maybe adding other enemy space ships faster or harder to kill will help.
- When getting the Improved Platings upgrade, the life level doesn't go up to 100% when you get the bread. Not sure if it's a bug.
Thank you for playing and the feedback, hope you enjoyed it!
- Yeah, it's the second music I made in my entire life, I lost the first one unfortunately. I still have to get a good grasp on music theory, but I'll make sure to make some amazing musics!
- Yes, i'm planning to do just that.
- You actually have those HP points you gained by the upgrade, The problem is that I forgot to update your current health to the HP bar when you get the upgrade, so it only shows you how was your HP points the moment before you got the upgrade.
Have to say I love the aesthetic, especially the pilot’s sprite, I think it’s really well done. Do wish it had a pause button(or a more visible if there is one) just cause they are easy to add and improves quality of life so much. Found an additional but with the rocket launcher, it’s level would increase as I upgraded the plasma blaster.
Oh thanks, that's actually my first portrait of a character, i'm kinda new to pixel art (and drawing in general, I haven't practiced for a while). Glad to see that you liked it.
There is no pause button, you just reminded me to add one lol.
And yeah for some odd reason the ui is not a fan of the rocket launcher, i'm pretty sure the code is correct though, weird. Will check that later.
Thanks for the feedback, and hope you enjoyed the game!