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Wild Belts - GWJ 88's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #58 | 3.443 | 3.583 |
| Controls | #62 | 3.122 | 3.250 |
| Originality | #84 | 3.042 | 3.167 |
| Theme | #90 | 3.283 | 3.417 |
| Overall | #107 | 2.768 | 2.881 |
| Fun | #114 | 2.482 | 2.583 |
| Audio | #131 | 2.082 | 2.167 |
| Accessibility | #133 | 1.922 | 2.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Game Description
Fly through space, explode asteroids and orbit a dwar planet or crash into it
How does your game tie into the theme?
You don't have space breaks (except near the station). figure out how to best apply thrust to change your momentum or use a gravity slingshot
Source(s)
N/A
Discord Username(s)
AngryyBot
Participation Level (GWJ Only)
I have started to work on about 4 past jams but never managed to push through and publish any of my prototypes. This is the first time i upload something
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Comments
The buttons were a challenge for me, and I stink at flying controls. I always have to invert them in game for my brain to function properly. I think some bgm would do the game good and a bit more of hand holding in the beginning. Otherwise like other said this could easily be implemented into a greater game or used later for another project. Good job!
Thanks for the feedback! I will be continuing to work on this, i already planned to rework the controlls to allow gamepad, mouse and more cotroll options. The BGM is a hard one for me, i would like it to be very sutble and mostly ambiance but i don’t know anything about composing or where to search for pieces. The first mission is supposed to be a tutorial so i might implement some kind of dialogue system to help explaining the controlls
The controls on this thing are great! It's super fun to drive this around.
I believe the game just needs a little bit more polish but this has a lot of potential here!
Sometimes the missile doesn't go where im pointing but is "technically consistent" because it looks like it's going with the ship direction (?)
The UI looks a little bit tiny on my screen but still somewhat elegant.
To follow the marks i would preferred to have like a "radar" or something because sometimes it's really small to my eyes xD Still, elegant and clean
Sometimes i got a little confused with the direction of my ship because im just floating around xD But that's from my perspective, this is a mechanic of your game and it's looks more realistic and also challenging.
Overall nice assets, would like to see more "sounds" in your game! Maybe some more different assets there but this game with the controls you gave to the ship makes for a fun experience.
Congrats on the submission!
Thanks for the feedback, I really have put a lot of thought on just making the controlls as fun as possible, there is still a lot of things i couldn’t figure out on time. Like a V-Joy thing similar to No Man’s Sky to controll with mouse or to get some gamepad controll properly.
For the missile thing, I had to add the ships velocity + missile velocity so you don’t hit yourself when launching the missiles so if you launch it to the sides it does go off quite a bit
The UI i really did just plan for the default project resolution, so it only gets the way i intended at 1152x648. I realised too late that when i go fullscreen/maximized it gets terrible small, and i might update it to scale better with screen resolution.
For the ship direction, i did add those vector markers to try to help with it, the >< for towards and <> for backwards. maybe due to the ui size it was hard to notice.
Sounds were a last second extra that i just needed to get some feedback for the waypoints. otherwise it would have been completely silent. I am glad i ended up adding them as even as simple as they are they improve the experience way lot more than i was expecting
Good idea for controls for opening up 3D space flight to keyboard warriors.
My targetting cross hair didn't match where my missile went. Missile went over intended asteroid. So I forgot about using the cross hairs and just aimed at rocks inches in front of me. Somehow I still missed the mark.
I'm not cut out for FPS, but the flying was fun.
The missile is a weird thing, i did not managed to make a cross hair that properly shows where it will go, you have a * for what is directly in front, and the ships vector marks (the >< and <>) but the missile actually goes somewhere in between then. I did not realised it before you guys pointed it out
really confusing so im not gonna rate
Thats fair, i want to understand what got you confused but i know that without figuring it out there is no way to actually point out the confusig bits
These flight controls have some serious potential ! I'd love too see this with more polish and content <3
That little crosshair that shows where you're going is super nicely found by the way, helps a lot with the moving around part ^^
(super unlucky that you didn't have enough time to develop it more for the jam, looking forward to seeing it updated though!)
6dof is hard :D. not having the 'shoot' button on the controller made it really hard to navigate the tunnel, then shoot the rock inside.. I like the 2nd crosshair as a momentum indicator so you know if you're flying forward or not .
Yeah, sorry for that, when i realised how many buttons i needed for the 6dof on the controller and ended up giving up on properly implementing it before i added the missiles to the prototype
I feel like time got away from you on this one, but I look forward to seeing where it goes if you continue development.
Thank you, i kinda fumbled with my time management during the week days of the jam and ended not being able to work on it for half of the jam. Even with the scope of things i wanted cut down i couldn’t implement the two other missions in time
Cool demo, I'm excited to see where it goes!
Thank you, i want to see if i manage to implement the two ‘not available’ missions and refine the controlls a bit more before February