Hello! I wanted to attach the project that I did for a month and a half as a final project for a course. The duration was around three months, the other month and a half was dedicated to an API. I would like to know your opinion and so on. And also thank those who gave me a hand in this same forum.

This has been my first development of a "complete" video game, so I'm sure there are many sections that I can improve.

Iยดm attaching the Windows version, as well as the original Github repository, in case you want to see the source code

sp4cesurvival-windows.zip
23MB

https://mario999x.itch.io/sp4ce-survival

Thanks for sharing this little game.

Pretty good still, keys cannot be redefined, that's suck and there is no feel of speed. Spaceships just move without any inertia whereas it is not difficult in Godot to make a zero-G environment. Opponents makes it worth as some are sideways and move in straight lines spreading all the ammo they left trying to steer the ship maybe or just because they have WEF sponsored young leaders on board showing how great they are at what they allegedly doing.

And most importantly, a game has to offer some kind of challenge as well as reward, if there is only one level... it won't really give the will to play more than a few shots.

As a bonus, the first thing we see in the manual are these BS about playing and potential harm for only a few of us but not a single line about what we're there, what is the goal of all this. Not very great.

    You should at least put an immediately visible screenshot wherever you're announcing the game. Games are, after all, predominantly visual experiences. Link to the itch page that contains screenshots is buried somewhere in the middle of the github text, and it easy to miss.

      JusTiCe8

      The truth is that I avoided physics at all costs, that is why it may be that the player's ship moves in such a simple way, the good thing is that this allows for greater precision when dodging enemy projectiles, at least that was the initial plan.

      Unfortunately, without the online factor, much of the fun is lost, the leaderboard is missing and that means that part of the fun is lost.

      Finally the manual, it was really a last minute addition that I saw necessary for the average user: I took a couple of PS2 game manuals and tried to recreate them in a simplified way. I'll still keep it in mind, although as a player I know that that first page wasn't really necessary, I still think it's a good addition.

      Thank you very much for the tips! I will try to keep them in mind for future projects ๐Ÿ™‚

      xyz

      Mmm, I think you're right, perhaps some image of the game in the readme itself could improve the presentation, it may do so during these days as a final adjustment, thank you very much!

      Always glad to hear people finishing project. What do you think the big "take away" or biggest lesson learned from this project was?

        heroic
        Hmm, I would say having brought together different technologies in a single project.

        During the course we have had a subject oriented to interfaces and another to develop android apps, but it has been mainly oriented to backend developments: making APIs, Producers-Consumers, secure sockets, things like that.

        So being able to develop a mini game without really being prepared for it and make it work with what I really know has been very satisfying. In addition to acquiring a new approach when developing software.