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A jam submission

Celestial CrashView game page

a short game about yeeting star shards
Submitted by Squidpie-Meowface — 3 hours, 3 minutes before the deadline
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Celestial Crash's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#53.7143.714
Itch page & Marketing#122.6432.643
Theme#142.5712.571
Accessibility#152.1432.143
Gameplay#162.2142.214
Overall#162.6902.690
Visuals#172.8572.857

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation
We were inspired to create a star themed game about the phases of fusion during a star's lifetime.

Players Notice
There is a tutorial in the config menu

Development Software
Godot

Accessibility
Added a tutorial

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Comments

Submitted

Really fun! I found out how to speed run it by just swing my mouse to the right from the starting to position :D, great entry!

Submitted (2 edits) (+1)

This game felt very short but was kind of fun, throwing feels a little hard at the start because I over moved the mouse and ended up putting it outside the playable area, I guess just enabling fullscreen could make it more easy to throw

I really like that most of the ammo has its own music, it gave the game personality but was a little hard to know how to pick them at first because I thought the little ball on screen was like a bouncer and not an ammo picker, so each time I didn’t throw well the ball, I reset the level until my second playthrough and reading the comments haha. My favorite ammo is the Carbon and the song is the Helium one

I like the little tiny story but it would be nice to have harder content, you can one shot everything without trying the options you have or it doesn’t have an incentive to try the other ammo, which can make players skip the songs and the effects :(

Also you can use the middle mouse to “skip” the cutscenes, you only scroll and the screens pass so fast that it was funny. I can go from end screen to pick again a level in less than a second xD

I think that’s all the feedback I want to give :)

Edit: I just saw the tutorial xD, simple but it's good, maybe putting that button on a more visible part would help, mostly because if the player feels that the audio is good enough, they won't enter to the config menu, I know I should have read the "players notice" part first but I'm not used to read info on the rate page, sorry haha


Submitted(+1)

I liked the music! I think the game itself is pretty cool, but it needs some quality of life features to feel better to play. A couple issues I had was that sometimes when I held down on the tail, it wouldn't drag, and it was also super easy to click off the screen. Turning on fullscreen should hopefully solve the second problem. Showing the trajectory of your projectiles would also be nice, and also adding SFX. Another thing is that the ammo types didn't make enough of a difference to make me feel like I had to keep switching between them. I think it would be nice to give the player more of an incentive in order to switch through the various types. Other than that, I liked the variety of mechanics and levels you implemented. Good work!

Host(+1)

I think the main key feedback is more levels with higher difficulty- the first run I unintentionally didn't realize I could use the power ups and just managed to beat all but the last lvl with the base projectile.

second run I realized I could and every one had a kick-ass soundtrack attached.

So more lvl's- more difficulty (by larger lvl's more enemies would have helped a lot!)

also indicators that you get to use the fancy effects would be nice.

also fun to see the entire project is open on git! :D Well done guys!

Submitted(+1)

Nice looking game! A bit off a bigger screen would help, as it felt a bit cramped. Helium's theme was banging!

Submitted(+1)

Brings me back to when I used to play Angry Birds all the time! Loved the simplicity of the game and being able to just enjoy it. Music swapping between the selection of the different ammo types was really cool, and the soundtracks were great!

Would've loved if the game could be fullscreened as well as being able to reduce the volumes of the audio! 

Submitted(+1)

The physics based aspect works pretty well. It does remind me of Angry Bird.

I like that there are different ammo you can collect and then use in new levels. But I find that the levels are really easy and straightforward, there's really no need to use anything other than the default one, so it defeats the purpose of the different ammo type.

The UI can be pretty buggy. I can drag the dragon tail to the bullet respawn button and then both won't work. Luckily I guess I can use the reset level button to reset everything but it's not ideal.

The visuals is not bad, but I'm not sure why you chose to zoom all the way in with the background and make it looks really pixelated.

Music is fun but I would have loved to see more sound effects.

Submitted(+1)

Never thought this was an Angry Birds game. It's rare to see one of these these days. The concept is nice, with different "ammo" providing different powers when thrown. The art is nice and cute, gets the job done. I think the execution is a bit off, where it's quite hard to throw the "bullet" exactly where you want, and the dragon being too close to the left end of the screen makes it impossible to throw when the mouse is outside the window. But at least the game looks great with the neon coloured stuff on screen, which gives the game a lot of character.

Other things I like:

  • Different soundtrack for each ammo type? Now that's a flex
  • There's a final boss level too
  • Intro cutscene in a jam is always nice to see
  • The star ammo selector is really good to use and nicely designed
  • Thumbnail is really eyecatching

Suggestions:

  • It would be great to see the trajectory of the thrown when trying to throw. Gives the play more agency and makes the game more fair
  • Some effect when killing the enemies would be a great touch
  • The effect of each ammo is not prominent enough to make much difference (except the exploding two). If you are using that as the main feature, make it strong enough that people instantly notice the difference. Though the level design might need to be adjusted accordingly
Submitted(+1)

For me controls were pretty difficult to understand. Also, after launch the projectile either disappeared off screen or remained on the blocks, and could be manipulated by dragging the tail again. I'm not sure if this was intended, maybe there should be a reset after a failed shot.

Liked the music and the little cutscene!

Submitted(+1)

It was hard to predict the launch direction when pull back the tail, would be better to visualize the launching as stretching a sprite instead of positioning the tail endpoint.

Nice art, the most unexpecting thing in this game was that, each stars has it's own unique music.