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Meteor Shower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #676 | 3.788 | 3.788 |
| Seriousness | #835 | 3.576 | 3.576 |
| Enjoyment | #1367 | 3.000 | 3.000 |
| Visuals | #1470 | 3.152 | 3.152 |
| Overall | #1644 | 2.970 | 2.970 |
| Audio | #3159 | 1.333 | 1.333 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
The spinning in the beginning was a little slow I think, but other than that it was an interesting mechanic. At first I just spammed space, until I realized I can build up to become a big asteroid haha, that was cool!
Was a little confused on how to damage the bad guys. Finally figured it out but man is it tough. Not sure if I missed an audio setting, but was really really quiet.
There is unfortunately no audio :( it's definitely hard to aim at first, but getting upgrades should help! I especially think the rotation upgrade will really help with aiming!
game's pretty cool, you should add audio tho
So I like the concept, but along with my praise I have some critiques which I'll get through first before saying what I did enjoy about this.
Firstly the controls felt like they were fighting themselves a little, the game in the beginning is slow and floaty, which made aiming next to impossible when combined with the spinning mechanic. This would normally be evened out by a faster spin mechanic, which would promote a kind of spray and pray early game, but the spinning felt really slow as well. I feel if you make one of these two faster in the beginning, the beginning would be easier to get through.
I thought the space dust were also obstacles for my first death until I accidentally ran into one and realized that's how I would shoot. That would normally be something added in a sort of guide which I saw you say that you didn't have enough time to implement so I won't be holding that critique too hard. I also saw on death you had to reload the page to respawn, which is a little odd. I'm going to assume that means you're new to Godot, and would recommend looking up how to swap between scenes. In a real emergency where you don't have time to implement something better, you can just load a scene on death by doing...
get_tree().change_scene_to_file(<scene_path_from_filesystem_here>) # Changes to a designated scene
get_tree().reload_current_scene() # Reloads the current scene
This changes the scene to whatever the path designated inside is instantly. If my description isn't enough, I highly recommend looking up a video on scene switching, and re spawn systems. They're not too difficult and make a world of difference during development.
Now, all of that being said, once I got some upgrades I really liked what you put together, the 4 different dust types of water, ice, fire, and the normal was an interesting system that allowed for unique builds during the mid-game. There was a nice variety of enemies that, while getting outpaced very quickly, did bring something different to the table. There were a ton of unique upgrades, and even though I think some of them scale far too quickly (like xp bonus going from 2x to 4x and quickly reaching 10x to 20x), they made for an interesting endgame. I would have liked to see the enemies get stronger over time but that likely was out of your time budget.
The amount of things you DID wind up adding is fairly impressive for your first itch publish, modular upgrades for one in your card system is usually something people wouldn't tackle until their third or fourth test project, and you added quiet a lot of them to be honest. Not only that but they played alongside each other nice enough instead of being completely separate things. I'd say the only things this game is missing is audio of course, a slight bit of polish and some stronger game feel, otherwise known as "juice". Overall still a solid entry, and I still enjoyed playing it!
I agree the movement is too slow in the beginning. I think I just played the game so much that I got really good at it, and no one ever playtested it so I thought it was fine lol. During 90% of the development, the movement was much faster. Only when I added the card system at the end did I make the movement and rotation super slow to give you something to upgrade. I def should have tested it more. Same thing with the card scaling. I 100% agree that they are way too overpowered too quickly. I literally just threw in random exponential formulas for most of the upgrades and had no time to test any of them! If I had an extra few hours to work on the game so many of the kinks, like XP and damage cards going to 2x immediately, would have been ironed out! My philosophy was that I wanted everything to scale by 2x every 60 seconds, so I made all of the cards reflect that. However, with the enemy scaling, they do scale, it's just... I uploaded the game to itch, playtested it, said "this is too hard", and in my frantic 30 minutes left scramble, I removed the health scaling on enemies. I said I'd rather have an easy game than one that's brutally difficult. Due to this, once you reach a certain point, you just one shot everything and gain levels instantly. And the entire 2x scaling premise completely falls about. Sigh, I guess balancing a survivor-like is more complex than 2^x lol.
As for it having a lot of features, I think it's mainly just because I have a lot of experiencing programming already as both a hobby and as a cs student at university, and also I have already made a few tiny little games in pure java and c. This is just my first time working with a game engine and actually uploading it to itch. I wish the balancing was better so there would be more opportunities to view the elemental reactions and inflections!
Thinking the space dust is obstacles is so funny! I never would have imagined that! I'm sure I could fix this by changing the dust textures to be more... Idk... Dusty? More like the particles in slither.io if you've played that
Thanks for the tips about how to reset the game. The reason I didn't add anything is because I ran out of time, and the thing that controls all of your stats is an autoload, and I had no idea how to reset it (and I didn't want to / have time to manually write a function for it lol). Do those functions you sent reset autoloads? I kinda doubt it, so in the future I guess I shouldn't use autoloads for the something like this.
Anyways I'm glad you had some fun with the game, and I thank you for the feedback and lengthy review :)
No they won't reset autoloads, only the current scene, you would have to do that manually. Also yes I wouldn't recommend using autoloads for this, personally I would use something called "Resources" which are perfect for modular upgrade systems, a good tutorial on how to implement them in this way can be found here on YouTube. It might be a little hard to completely revamp that system using a more complex method so worst case scenario some spaghetti code can help you by just saving all the default values in the autoload and resetting them through a function in the autoload to be called in your death function before reloading the scene. Again this is bad practice but hey whatever gets the game made!
Interesting arena game! I found it really hard to hit enemies until I figured out what the arrow is supposed to represent, and even once I did, I still found it really hard. The shooting cooldown also feels brutal on top of the difficulty I have with aiming, and audio would have been a nice addition! The upgrades seem interesting but I just can't survive for long enough to get to a point where im strong cause I move slow, I attack slow and I miss a lot, but I see the potential
Thoughts:
Audio:
Visuals: They are nice. The only thing I don’t understand is this arrow. I also don’t yet understand intuitively how many “lives” I have exactly at any moment in time, though I think with practice I would figure it out. Ok, actually I’ve played 3 times or 4 and haven’t yet figured it out, but I may just be slow.
Gameplay:
UI: Needing to refresh the page to play again makes it take more effort and is a bit frustrating, though I get that you probably didn’t have time to set a replay button.
Hi I'm sorry. I didn't have time to put it in the game, but in the itch.io page you can find the controls for the game. You need to hold space to shoot and q/e to rotate. The arrow shows you the direction you're spinning and the place where your "bullets" shoot from. The "lives" is how much matter you have stored. You shoot your matter out at the enemies, and when you get hit by the enemies they "steal"/mine matter from you.
GG it reminded me of Fabric of Reality and I really enjoyed it
The idea of fire rate based on spin speed is great. I wish I could shoot at the mouse instead due to the spinning making it really hard to actually aim though. After a few tries I still can't quite get the hang of it haha, so I could just be bad at it. Some sounds would have been nice, but the gameplay itself was quite solid! Cool game!
Clever idea with the meteors
made of meat! I like that you could collect what you were going to throw from around the scene, and that it changed based on what upgrades you grabbed. Would be nice if sound effects were added to help with a more immersive feel.It's not meat! ;-;
Oh my gosh, I thought it was meatballs... That's on me for being hungry when I tried it out. Sorry about that!
Wait lmao that's hilarious! No you're meant to be an asteroid floating through space destroying human mining machines
No, I totally see that!! Who knows what delirium I was in earlier haha
But I had fun playing! Really liked the upgrades and how they were added in to pick up
Cool twist on the 'Asteroids' formula, good job!
This was a cool idea, but the execution could've been better. The dust colletion, with different types of dust is really clever. Also that the ammo is spawning around you. The art is great.
A bit unintuitive to know right from the start how to play optimally. holding down rotation keys and space, and also moving at the same time was a bit hard for the fingers. (maybe a better key placement so, that it's good for 2 hands would've been better) I find it a bit unneccessary, to have an option to spin in 2 different ways, so that way the spinning button was kindof not needed, i think an automatic spin would've been better, or if we just toggled those buttons instead of holding. The shooting part was a bit like an autoshooter, i couldn't really figure out how could i aim better, and the fact that the bullet's speed was based on my momentum did not help either.
How i imagine i would've made the mechanics: have your base automatically rotate, but you can change the direction. Shooting has a set speed. Where your mouse is at, that's where you are shooting, and the closest ammo to your aim gets shot out. This way the gameplay would be more than just movement. I would also consider just sticking the ammo to the other ammos the way we touched it, but it requires testing for me to know if it would be better.
So my biggest complaint is that you basically just had to move, the rest is basically just holding 3 buttons. At least that's how it felt for me.
Thank you for your feedback. I largely agree with everything you say. The execution was quite bad and janky, and everything took me a lot longer to implement than expected. I initially wanted the ammo to stick where you collected it, but I unfortunately couldn't figure out how to make it work in such a short amount of time. Now that I have more experience with godot I could probably easily implement it, and I agree it would be more fun and add interesting gameplay. Shooting towards you mouse is interesting. The original pitch for this game in my head was always that you are ejecting matter off of you as you spin, and it would create this cool spiral pattern as you attack enemies. I just worry that if you can aim with the mouse, then how does spinning come into it at all? Maybe it doesn't matter as much as I think, though. I definitely should have removed the bullets taking into account the rotation speed. I even did sort of remove it, by making a minimum speed, but it isn't enough and is very unintuitive. During development, if you were spinning slowly, the bullets would barely move at all once ejected lol. Spinning in two different directions was mainly because during development you automatically ejected matter, there was no space key. You needed the other direction to slow yourself down to stop yourself from losing all of your mass. I agree that it is now pretty much completely pointless with the space key added. Overall though I'm still happy with the project as a quick learning experience for godot, and I thank you for trying out the game and leaving a comment :)
It wasn't badly made, just the mechanics didn't click for me, but you should be absolutely happy with the outcome! The spiral that you are talking about is there, but it's eliminating the player's involvement with the game i think. Basically the more powerful you are, the less you have to do. With what i suggested, the spinning would come from what kind of ammo comes into rotation, maybe different enemy types are weak to different elements, so the spinning is forcing you to time it correctly, so the correct ammo type would be shot. But I'm just brainstorming, as i think this game has some potential :)
So it would kinda be like zuma, except different. Hmmm, I quite like that idea actually! It would add a lot more depth to the gameplay, as you would have to manage your position, rotation, and aim + timing all at the same time to succeed. Good idea!!
I like the art and the effects used (though I wish there were sounds or music too). I find it difficult to get used to aiming at the enemies correctly, but still find it cool that you managed to fit a whole leveling system within your scope.
By the way, for your future Godot games, use
to restart the game, triggered by a button or an input key or anything, that'll feel a lot nicer than refreshing the entire web page. I learned that from the "Your first 2D game" section in the official Godot docs.
Lol thanks. I literally through in the death screen in the last 30 minutes of the jam cuz I realized I didn't have time to implement a reset for the statmanager :sob:
This is a really fun and unique game! I liked the particle effects that would come out when you shoot the different ships, it really made up for the audio. The gameplay loop of getting upgrades is really fun too! Overall, amazing job :D
Yes I love the particle effects too. I'm quite sad I didn't have time to add audio and more particles, I think it would have made the game 10x better. (Not to mention the balancing being... erm... yeah). Thanks for playing!
fun loop, i got to the point where i had everything maxxed out. it's good, but the mechanics just seem to encourage you to just hold q or e all the time, and it was annoying that the rotation speed decreased if i wasn't holding onto the button. this made me assume a weird position with my hands where my right hand was on e and space and my left was on WASD, and i sometimes had to move them to click a card. cool start for a vampire survivors-esque game though! maybe giving more reason to stop rotating or switch rotation direction would be good.
Yeahhhhh, I agree. Originally you were encouraged to not spam rotation because 1) the space key didn't exist so you automatically shot when rotating 2) there was significantly less dust, and 3) You didn't have an iron core, and therefore died if you spun out all of your matter.
1 and 3 were changed because the early game was too difficult without them, and 2 was changed when I frantically added the upgrade system in the last 4 hours of the jam. I also agree that having to switch to your mouse to choose a card is really annoying. If I had any time to playtest this at all, I 100% would have changed the control scheme to be only keyboard, or left hand keyboard right hand mouse. It's also made worse due to the xp system not scaling and properly, making it so you spam levels up instantly from like level 40-80. But it's okay. I'm glad you had some fun atleast
still a really strong game! and it was a lot of fun, so thanks for making it :)
Having to spin in order to shoot is a great idea for a mechanic as it forces the player to utilise the spinning mechanic! As some other comments said, some sound effects could really strengthen the vibe of the game but, all in all, I had a blast; great job!
This was my first time ever using godot. I only had 3 days to work on the jam, and the entire time I was like "yeah, I'm sure I'll have time to add sound effects at the end!". I did not, lol. So unfortunately, no sound effects for this game. It sucks, I completely agree that it would have helped tie everything together. But oh well, I'm glad you enjoyed the game!
I really like the idea of gathering your projectiles. Having to spin to use projectiles was a great use of the theme too. I think some music and impact sounds when I land my hits would have tied it all together. The upgrade system is impressive and well done. You started with a good plan and executed it great. Excellent submission!
solid game! spin to shoot is a great use of the jam theme
-Suvrock
Makes me wanna gather resources, become planet and start to build life, run space program and then invade other galaxies.
My first run I collected everything and then bugged out because I rotated it all out at once hahaha. I like this concept a lot! It scratches the same itch for something like Katamari Damacy :) Even really simple sound effects would elevate this a lot if you decide to go further with it. One other thing I would suggest are more desaturated visuals and some kind of parallax or other landmarks in the background as it's really easy to get lost after you've spun out of the original field area. Overall really cool!
You're right, maybe collecting all the dust in a level and growing bigger and bigger could be a fun mechanic instead of what I did and turning it into a vampire survivors clone. I also did make the background less bright in the final release, although I still think everything is too saturated like you said. Overall I'm glad you enjoyed the version you played even though it had like... no features lol
I like the idea! In my first playthrough I accelerated too fast and shot myself into the depths of space though, but it was still an enjoyable trip