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A jam submission

Captain Raygun on Planet XView game page

Retro Scifi Action Dungeon Crawler
Submitted by Kai Salmon, Andrey Sulimov — 2 hours, 48 minutes before the deadline
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Captain Raygun on Planet X's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#24.3004.300
Audio#24.2504.250
Overall (Fun and Playability)#74.0004.000
Creativity / Innovation#163.6503.650

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
The whole game is very Retrofuturistic

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

Home-brew audio

Most Audio was created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

Do you have a diffrent Discord nickname?
Kai & Andrey

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Comments

Submitted(+1)

Oh, what a lovely experience that was.

I feel like the game somehow was able to perfectly capture a hybrid of dungeon crawler and a first person shooter (boomer shooter in this case). I felt at times that I’m playing Q3A and doing a flick shots with my raygun, although I was just doing a strafe shots!

Game played smoothly, the graphics were lovely, the music is spot on, even the non-queueing of inputs made sense in this game. I don’t have a specific thing I wanted this game to fix, except maybe adding more levels and weapons and you know, making a full game out of it? It feels like maybe a game with thematic levels (raygun on an asteroid, nail-gun in dark corridors of a facility, rocket launcher in an open arena of a martian coliseum) would be super cool.

Here’s my play-through:

Developer

That’s so kind! I’m glad you liked it so much!

Jam HostSubmitted

This one played smooth as butter! As expected tbh. Looked fantastic. That curved shader and the bounce at the end of the movement. The music was also really good.

So if there’s any reason for me to complain really, then it would be that it is playing it a little safe. Which, I mean, it is fine, but I would have loved seeing some evolution on the spatial puzzles of last year, a bit of enemy variety and I guess more cool stuff.

Still a very, very well made game. About perfect in length, even if it leaves me wishing there was more.

Play-through with more thoughts:

Developer(+1)

Thanks so much for the playthrough! All your feedback is super valid, especially regarding the ramps.

R.e. puzzles, i very intentionally challenged myself to make a less puzzle focused entry this year, since I naturally fall into a space of “building escape rooms”. While it’s clearly sharing DNA with my entry from last year, I didn’t thick of it as a sequel, and more just an aesthetic I’m comfortable with. My “style” if you will. That said there are 3 secrets you missed, all of which you could loosly call puzzles!

In terms of the accusation of “playing it safe”, i think that’s very fair. I’m trying to get the highest ranking in the jam as I can, and realistically just 1 low ranking will damage my position greatly. I know lots of people will turn a jam game off as soon as they get frustrated, so I really focused on having as low friction as I could, even if that meant making the game easier and less risky in design as it could have been

Submitted(+1)

Great entry, perfect game length for a jam!

Developer

Thanks so much! I prefer a short polished experience than a long entry that is a little undercooked and out stays its welcome!

Submitted (3 edits) (+1)

I'm not sure if it was intentional but this game gave me Metroid Prime and Doom vibes. The visuals especially  reminded me of Metroid Prime Hunters on NDS. The shield generator and the weapon we use have strong resemblence to MP as well imo. 

The resolution is way too low for me and i didn't like that you can't change resolution or make it fullscreen. I mean i understand that you were going for a retro look but i don't like playing a game on a small window with  a 27" monitor. Other retro style games in the jam found ways around it. Also camera FOV is too low for me either. The map feels not flat but round,  i'm not sure if it is just a camera effect or the map is actually round shape but i noticed that we can't shoot enemies which are on lower or higher elevation than us on the same surface so i'm leaning towards the latter. I think it is a cool artistic choice. I like the graphics of the game in general especially the retro style bot enemies.

Music of the game is fantastic. This game has hands down the best music in this jam and probably in all of the DC Jams. It's incredible that you recorded the music in a studio with professional musicians for a jam game. I mean no one can top that:) I heard couple of tracks and the tracks change dynamically when you get in and out of combat with fade out effects and  stuff.  Amazing work on SFX and Audio.

I think game is a little short but i guess there's the replayibility factor. There is secret ending and hidden stuff which i haven't found in my playthrough so i think it's fine. I think it's excellent work overall. I enjoyed playing it and i'm very glad you enriched this year's jam with this cool and original entry. Thanks for sharing!

Developer (1 edit) (+1)

Better window sizing is fixed in the version i’ll be uploading as soon as the jam’s over! The resolution itself is an artistic choice, but i agree it being a tiny window in the center of the screen isn’t ideal. Its particuarly bad on apple retena displays…

Submitted(+1)

Something about the curvature effect feels really intuitive for a dungeon crawler. The game is beautiful, and the secret ending rocks. Nice job!

Submitted

MARIO GALAXY LETS FUCKIN GOOO!!! But overall the art is GREAT! the recoil system not being literall recoil but the overheat is also great! Loved every single thang about this game

Developer (1 edit)

Thanks so much!!! Don’t forget to rate!

Submitted

oops sorry, but i rated it now

Submitted

The game was super fun! The only issues I had was the ramp that went downwards in the beginning. It took me way too long to figure out that I could get down, since even when your right on top of it, you can't see the ramp. Also the curvature. I have seen other comments that are praising it, but personally it was very nauseating for me. Maybe an option to turn it on or off? 

Overall great submission! I did beat the final boss! Interested to know what the alternate ending was! :)

Developer

Glad you found it fun!

That’s actually exactly why that initial area exists so players have a small space to understand what those downwards slopes look like.

I’m sorry you didn’t enjoy the curviture effect. Maybe a setting that replaces it with fog, to keep the view distance equitable?

I’ll give spoilers on the secret ending after the jam, but about 15% of players have found it so far!

Submitted (1 edit)

Played twice and beat the boss both times, best I got is 8/10 unlocks. I think the 2nd ending is a no-gun run??  I tried it a few times and gave up doing it lmao

Anyway, this is a phenomenal entry just like last year! The visuals and audio are absolutely gorgeous. The surface curvature mechanic is awesome, and a clever way to make a laser gun have a short range. The robots's shots appear to curve, though? Maybe just a visual issue.

Developer(+1)

I’m glad you enjoyed it, thanks for your kind words.

To be honest, I got the lazers working in a way that felt fun and fair and chose to stop touching anything in case i broke something!

Submitted(+1)

I was wondering whether anybody would do a Dungeon Crawler FPS. You did and you did not disappoint. It looks very good. I love the old school aesthetic with the limited viewpoint. Almost makes it feel like a handheld title.

If I had to name one thing to add, it would be a (mini)map. Because the narrow FoV makes it kinda difficult to orient myself. Though this could be a 'me' problem.

Developer

Glad i didn’t dissapoint!

I’m a strong believer that devs knowing they have minimaps makes games have worse maps.

I tried hard to steer players through the level, and make sure each are looked distinct enough that if you go in a circle you know you’ve gone in a circle. Could I have done that and sti had a minimap? Of course! Would I…? Maybe not.

Plus, think of all the times in games with maps and/or quest markers where players ONLY look at the map and ignore the world that’s actually been built.

In my next entry (it’s been on my todo list for both years i’ve competed) i want to experiment with diagetic maps of the space in the world on a wall or something…

HostSubmitted

I love the surface curvature.  For the raygun, I was confused as I couldn't tell if I have a maximum range, or if it's taking lots of hits to kill them.  My later conclusion was that it had a max range of around 4-5 tiles and it took 2 hits to kill them, and once I followed those rules it was a lot less frustrating =).  My only gripe was that it seemed I couldn't use the same save point twice, so when I reloaded, and then went exploring and found a bunch of upgrades, and then died to the boss, and came back, I was missing my upgrades, had to go find them again.  The music is lovely, really vibes with the game.  Had a lot of fun with this, the actiony real-time combat with very few HP worked really well.

Developer

Hi,

I’m sorry there was some confusion and frustration in your playthrough! The few playtesters who tried the game during the jam told me (unprompted) that the range felt natural, so perhaps i didn’t give it as critical thought as i should have.

To be honest the save points were a bug-turn-feature, because i wanted to avoid save scumming. But you’re right that that final boss save point should always function. I’ll fix that in the post-jam update.

I’m glad you had fun with it in the end. I agree that my musician (and his flutist!) did a superb job!

Jam HostSubmitted(+1)

Superb game! The last couple of games had me thinking a lot and solving tricky puzzles so thank you for not making me do that :P 

The game feel was awesome, the audio was great (so cool that you have live music!) and the visual aesthetic really worked for me. I loved how the moon was spherical and I could go around it.

The master AI took me maybe 4 tries to defeat and I was very satisfied at the end. But then I saw there are 2 endings and twice as many power ups as I found, wow that's so cool! I plan to go back and accomplish more. Really good stuff.

Developer

Akchtually it was a sub-moon not a moon 🤓

Thank you for your kind words, I’m glad it all seemed to click for you! Good luck finding those 5 more upgrades (I promise you’d have beaten the boss in less than 4 attempts if you had them all!)

Submitted(+1)

Just perfect…I wish it was longer :) Looks and plays like a demo of some lost N64 game. Movement was super nice and smooth, graphics were absolutely polished, music was great, sf fitting. The upgrades were satsifying and the shield safed my ass at the end. Very very nice entry!

Developer

Thanks so much!

PS1/n64/dreamcast was really what i was trying to hit in terms of game feel and graphical style!

I’m glad you appriciate your shields! Lets pour one out for the, like, 30% of people who fight the boss without finding any shields!

Submitted(+1)

This is an improvement in every way over last year's entry. The gunplay was super satisfying, the controls were snappy, the exploration was spot on and it was the perfect length with just right difficulty for a gamejam.

I enjoyed thinking a little in order to figure out what the second ending might be and that was a super fun rush when enacting it, hah, so well done on that!

Really loved this one

Developer

I’m so happy that people are figuring out the secret ending, i was worried no one would think of trying it!

I appriciate your kind words, and i’m glad you enjoyed it!

Submitted(+2)

"You've chosen to reject your humanity" 

I found 9 upgrades in my first run, a few less when I reached for the second ending.

The game is thrilling. The visuals are great and the music is phenomenal. The game feels specially great to control, the gunplay is super satisfying and the use of the perspective a fun twist on it, the enemies dying in two hits is perfect. There's an upgrade in every corner and the alternative ending is the icing on the cake.

I guess the drawback to adding the second ending is that the game is easier than I would have preferred when playing the regular way, I can make it harder by rushing more but it feels forced. 

If I remember right last year you got only 4 stars from me because there was no combat, so this time you get the 5 ;) , thanks for sharing !

Developer(+1)

So you’re the one 4 that stopped me from winning last year! (Kidding!!)

I’m super excited that someone found the secret ending – so far you’re the first, including playtesters. Interestingly, I actually added the ending after i discovered the challenge was possible, rather than planning it from the start, so it was more a reaction to the low difficulty than cause.

Difficulty is hard in jam games (at least if you’re gunning for the top spots!) because, frankly, if one player finds it too hard and quits and votes me a 1 i’ve lost my chance at top 3 instantly. So with that in mind, I feel pressured to thread the needle of something that feels challenging without actually being at all punishing. People’s patience for friction is so low for jam games…

Thanks again for your kind words, and for (right now) being the world’s #1 Captain Raygun!

Submitted(+1)

Fair enough, I have to make hard games to be consistent (I can't complain people make too easy games if even I do ;) ) but I'm not looking for the top spots.

Developer (1 edit) (+1)

I did check the player analytics and it looks like you’re the only player to win without deaths, so i think you might just be a god gamer.

Submitted(+1)

Nice Done!

It was a fast paced first person shooter.

The combat is a bit easy, since you can just strafe away from all shots, but anyway it was fun to play.

I got a bit dizzy in the beginning, but I think it settled after a while. The short game maybe also contributed to that not being an issue.

Would have been nice with a more interesting final battle. I sometimes felt like the motion was cut of sometimes if my input was to rapid. 

Overall very nice job!

Developer(+1)

Thanks for the feedback!

I considered a more complex final battle, but its a pet peeve of mine when final boss’s use brand new mechanics in games!

Jam HostSubmitted(+1)

What a joy to play this one! Thanks for sharing.

Keyboard controls were solid! Ambience was great. Really nice graphics (though someone in the chat reported it made them feel a little seasick watching someone play it).

Very few criticisms of this one. Not sure why the game had strange lag on my system but I had a great time with this one!

You can watch my playthrough here: https://www.youtube.com/watch?si=dXNeZb6tcJ_jsG-0&t=668&v=rAQHqcPamXY&feature=youtu.be

Developer

Thanks so much for giving me the honor of being the first jam entry played on stream!

I am really thankful you played all the way through, and I am so impressed that you beat the boss with only 4/10 upgrades! I am going to put a warning in after the jam as you approach the boss if you are under leveled. As always, what playtesters miss real players will find immediately!

I hope you have time, after you’ve got through the other entries, to see if you can find any of the other secrets. Still no one has found the secret ending…

Jam HostSubmitted(+1)

Definitely planning on coming back to this one. Just soooo many to get through still. :P Thanks agin for making it! Love your style.

Oops I can't give a rating because I didn't submit but I'll just reiterate some of what I've already said and try be more detailed on feedback.

Overall a very polished project and seriously impressive for the amount of time allocated for the jam. Strong consistent visuals and audio worked really well with the retro-futuristic theme. 

Loved the enemy designs and I was surprised at how polished their behaviors were when I noticed they have an aggro radius or duration after fleeing where they'll stop their pursuit.

Only critique is the difficultly spike before the boss as before that point I mostly had to fight enemies one at a time with the benefit of cover and then for the boss, it's suddenly multiple enemies and in an open space.

My favourite part was definitely the combat, really interesting way of using the grid based movement and it reminds me of something like Mega Man Battle Network.

Developer

Hi Sloth, thanks for the kind words!

I think the boss is very hard if you don’t have enough power-ups! During playtesting the players seemed to have an easy time at it, but when I saw @captaincoder ‘s playthrough they found a route where they only acquired 4/10 upgrades. After the jam I will add a warning before the final corridor that says “Woah, you’re underlevel’d AF, go back and find more upgrades” (Maybe in a more lore-friendly tone!)

Spoiler warning

There are 3 shield upgrades hidden throughout the level. Shields work like health, but come back after a 5 seconds of not taking damage. If you have just one or two of those the boss is a breeze!

Super engaging and polished! I wanted more, but I really understand the time constraints and that’s a very good job on all fronts! Congratulations

Developer

Thanks for your kind words! Better to leave them wanting more then leave them bored! Luckily for you, if you’ve not played it already, my entry from last year (https://kaisalmon.itch.io/zero-atmospheres-dungeon-crawler-jam-2025) is similar in a lot of ways. If you enjoyed this then I hope you’ll enjoy Zero Atmospheres too! (But maybe play the entries in this years jam first!!)

Submitted

The Big bad AI is dead and I found 7 out of 12 things.

This is really great. Like you mention on the game page, it's got the DNA of your entry last year, but has been built upon massively. The visuals, sound and gameplay are excellent. There was this (I assume deliberately placed) dead pixel on my screen that was driving me nuts, so thank you for that! :D

I am quite disappointed that there was no breakdancing in the game. There is only room for one Raygun in this solar system:


Your engine is really nice at this point, the horizon effect you've got going on is brilliant and there's a tonne of polish here in the visuals. The only thing you need to implement for next year is movement queuing. But it's really great, thanks very much.
Developer(+1)

Thanks so much!

Congrats on finding 6/10 upgrades and 1/2 endings! (I’m guessing, if you managed to do 5/10 upgrades and 2/2 endings I’ll be very impressed!)

That dead pixel was mostly to annoy my GF. I thought it fit into the themes of the game.

How do you know if there is or isn’t breakdancing when you didn’t find all the secrets, hmmm?

Lastly, would you believe me that last year I DID implement input queueing but actually removed it because it honestly made the game feel less responsive to me. What Zero Atmospheres and Raygun do is queue one input, but if you change your mind, it overrides that queue. If you’re in a fire fight, and you press “Strafe Left” the immediately “Shoot” then you will get your shoot queued and will fire as soon as you finish strafing. BUT if you press “Strafe left”, immediately press “Shoot”, but then half a second later realize strafing puts you in harms way and press “Strafe Right” to me it feels better to have the shoot be dropped to respect your latest input as fast as possible? …I guess next year I’ll put it as an option in the settings menu since people always ask about it….