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Fuselage's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #1 | 4.733 | 4.733 |
| Itch page & Marketing | #1 | 4.867 | 4.867 |
| Visuals | #2 | 4.333 | 4.333 |
| Overall | #2 | 4.056 | 4.056 |
| Accessibility | #3 | 3.467 | 3.467 |
| Audio | #6 | 3.600 | 3.600 |
| Gameplay | #7 | 3.333 | 3.333 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation
Fuse (fusion) with other ships to form a giant ball of dead ships
Players Notice
I had very little time this jam, so this is less polished than usual
Development Software
Unity, Aesprite
Accessibility
Simple keyboard or controller support.
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Comments
I loved the vehicle physics! Really nice use of the theme! The art is amazing!
Really clever interpretation of the theme, fun, and well executed. Art is incredible, sound was good, overall awesome submission.
- Really fun core mechanic that led to some secondary base-building-adjacent gameplay as I decided how to build up my deathball - was a unique twist on the 'consume the world' fantasy. Honestly, I think the fantasy is compelling and has a lot of potential.
- Art was cohesive, clean, and (for lack of a better term) fun. If you made those sprites yourself then all I can say is you should consider posting them for sale (unless you want to save them for yourself) - they look amazing.
- Getting to swap starting ships at the start was a nice touch, definitely didn't expect that for a gamejam but was a very welcome surprise and added to the game having a really finished feel.
- Controls felt awkward on keyboard, I'm sure they'd feel better on controlled but I don't have one haha. I think it was that there were simultaneously tank and standard controls; normally, tank controls imply (in my brain) that 'w' goes forward, whereas in this case it always went up. I think separating the turn and the drive to separate hands would've potentially made it a lot easier for my brain to untangle - (That could definitely just a me issue but despite playing several runs, I still found myself pressing the wrong buttons.
Played live on stream! Loved getting to the big ball of destruction! Fits the theme really nicely.
Just balancing is the main thing to tackle here.
This game can be fun and interesting if I actually face and try to kill the enemies haha, I say this because in my 1st playthrough I found out that you can go around the perimeter of the playable area and never got caught by the enemies, you can go too fast that you can do laps and keep shooting with no punishment aside making the game a little boring, you survive but at some point I prefer to go towards the enemies and try to kill the ships, that run was funny to see the end screen for how many ships were there hahaha
So it would be great to add a pressure to the player and incentivize the eating of ships, like the cosmic corruption is hungry and if it doesn't eat, you start to lose ship pieces and avoid this scenario I put above. Well, in case you want that, the strat I used is valid but can feel a little cheese, also because you can keep shooting and hear that you destroy ships, so maybe also that if the bullet goes too far away from you, it disappears.
Once I tried to get bigger and get score and not time, it was fun, I like that you can get the whole ship if you shot in the correct place which is huge when you do it with ships that shoot a lot, I really like this chaos you can get by just eating ships, it can feel a bit of strategy to eat some parts in some angle but when you are surrounded, it doesn’t matter but still makes eating ships nice and can be funny to see how your bullets go everywhere. About bullets, it would be nice to see in another color your bullets only to have a clear way to know if the bullets on screen are the enemy bullets or not.
About the controls, I played on KB and Gamepad, both need a little tweak, in Gamepad would be nice to shoot with a trigger or a bump button because rotate with right stick and shot with a face button, makes difficult to rotate and shot at the same time unless you put your hand in a strange position. About KB, I think space to shoot is a great decision because it doesn’t take mental load just having a finger holding space but it would be nice to separate rotation and movement in 2 hands and not 1 since it can be difficult to move and rotate with just 1 hand.
Outside of that, the movement feels nice and the physics can be fun, more when all the ships are colliding with you and your mass of ships, but here would be nice to have a repel skill in case an alive ship gets stuck in your mass and it can shoot because it can mess everything badly.
The sounds are good but the music stops after 1 minute. I don’t know if it’s because it doesn’t loop or if the web version, but the sounds are nice.
The theme is implemented in an interesting way. I like this kind of cosmic stuff/horror and the visuals are great. I got interested when you shared the progress on the server. Also your game page is sooo good and cool, I really like it!
I think this is all I have to say, happy you uploaded this game, it was nice! ^^
Real cool game! It was pretty fun to fly around, all though it was though to be precise with the movements. Still, overall a great entry!
Really good use of the theme, satisfying to fuse different ships. Ship rotation felt a bit awkward, it's cool that the weight of the fused ships affects it? but still, I was hoping for more control over which parts I'd want to fuse where and in which rotation. Perhaps there was too much going on, with too little time to think about the fusing strategically.
Overall cool idea and great execution
Wow that fusion animation/sfx is really satisfying lmao. Also really nice art as always. I think the main thing I'd prefer to be different is the gameplay itself. I would have preferred rotation to be seamless, and have WASD tied to where the ship is facing, instead of always moving the same way regardless. Apart from that, the itch page looks really nice as well. Great job!
Great idea for the theme, would've never thought of that! Loved the grid in the background and the aesthetic of the game, really felt amazing. Gameplay was also cool, I enjoyed having to choose precisely where you want to fuse your ship in order to balance your movement.
Would've loved to have an input menu as well as a volume menu. I found the original controls to be quite confusing, especially in the beginning where you have little control over your ship.
Overall great idea an implementation of it!
awesome theme implementation and visuals, the ship rotation system felt really weird to me, it would've been a lot better if ship rotated towards the cursor or something like that
It feels good to become a giant ball of mess XD As the time goes the game eventually become a survival bullet hell:
Overall neat work! ദ്ദി◝ ⩊ ◜) With some kind of upgrades / bosses, I think this could be a fun bullet heaven too
It's gorgeous! Definitely my favorite this jam and an inspiration for future ones.
The art is really nicely done. I like the pixel art overall and the spreading effects. Although I'm not exactly sure why the grid was necessary, maybe to help with navigation? I think with all the ship movement it's clear enough. I mentioned because it seems to clash with the pixel arts a bit.
The audio is also nicely done, although it could used some pitch shifting probably to reduce audio fatigue.
The theme fits very well. The itch page looks great, although because the default "Play Game" button on itch is kinda small so it may not look immediately clear on your page, but I think it's a minor thing.
I tried the big ship first because I saw that it was the ship featured on the game page, and I was about to mention that the game feels slow because the big ship fire rate is slow. But then I tried the small ship and with the much higher rate of fire it feels much funner.
I have mixed thoughts on the control scheme. I played on the keyboard. When I started the game and when the game is in its early stage, I think it makes much more sense for the movement of forward (on keyboard it's the W key) to be tied to the direction of the ship's head, and not the XY axis of the 2D space. I repeatedly kept trying to press W to make my ship goes into the direction that I was firing the bullet in, only to be moved up in the 2D space, even after some time playing. However, I can see how after a bit and you have accumulated some parts and the bullet starts flying in all direction, it could make more sense to be the way it is now. That and perhaps as a twin stick shooter game meant to be played with a controller it's better. With all that being said, as it is a web game on itch, I think you should always prioritize the mouse and keyboard control scheme since that's what most players will use. I also think having all the buttons bound to the left hand side is not a good choice because my hand gets really tired really quickly having to keep pressing many buttons buttons repeatedly.
One thing that I didn't like however is the fact that the shooting is bound to a key or mouse and you have to press or hold the key down to keep shooting. I don't see why I would ever want to not shoot the bullets so why not just make it fully automatic?
Overall I think it's a nice game, but I would change the control scheme a lot for it to be really fun.