Thanks, Jupi. Was looking forward to our entry making it onto your videos! Very much appreciated.
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Ytterbite's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetic (sound and visual) | #148 | 3.381 | 4.000 |
Overall | #183 | 3.169 | 3.750 |
Overall Enjoyment | #185 | 2.704 | 3.200 |
Game Feel (playability and control) | #200 | 2.704 | 3.200 |
64x64 Authenticity (was it truly lowrez?) | #203 | 3.888 | 4.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I found this really weird, particularly that it seemed the best way to play this was to run away and shoot towards the indicators... You don't need to see the enemies. More often than not when I turned towards an enemy I saw, to shoot, I flew right into it.
Fast paced, polished game. I wish it had 8 directional shooting. Loving the enemy indicator. Nice sounds and music.
(Played on Mac OSX version)
It's working great with a fast pace, not that easy but definitely balance not to be too hard or frustrating.
Maybe a little vibe of Xenon II in the palette colors and univers, really nice Music too.
Can play with Joystick or keyboard (Fortunately, several keys to shoot, because on Mac, Arrows + Ctrl are assigned by the OS).
in the end, very good job, guys !
Expected the game to play like a shmup from the screenshots, but it felt more like something of the likes of SuperHexagon, I guess due to the sheer difficulty on the first couple of tries - however, it gets easier with practice and it felt rewarding to play again. A nice touch is having the highscore right on the main menu screen, got to 820 points and felt alright about it for a while.
Movement is not very traditionally-feeling, but you get used to it, it also contributes to the twitchy nature of the game. Was confused at first about why there was no diagonal shooting despite having diagonal movement, but later on it made sense due to how the enemy spawning works.
As always, it's lovely to see a game with a consistent approach to style.
Enemy indicators on the edges of the screen are also very helpful, liked that idea a lot, too.
The music is a fun little piece that doesn't really get old in a quick session and it fits quite well, despite not being traditionally space-y.
Very nicely put together, having the music just keep playing when you die is a nice touch because you're not constantly restarting the music track if you suck at the game.
As far as the look I would assume these were higher res sprites that were scaled down to look how they do? either way they looked really nice and smooth.
The transition from the menu, to game, to game over was really smoother and there wasn't anything jarring about it.
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