Ludum Dare 33 — August 21st-24th, 2015 — Theme: You are the Monster

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Galactic Space Crusher

by Jishenaz - Jam Entry

Notice: This game is not as developed as I would have wanted.
Game seems to take a while to load.
Recommended to play desktop versions (right-click doesn't work in web player)


You are tasked with crushing space pirates with your monstrous battleship, called the "Galactic Space Crusher". Survive to as long as possible with a giant collection of weapons at your disposal.


W = Thrust forward
A,D = Steer
E = Front cannon
Q = Side cannon
Mouse = Aim
Left Click = Small Yellow Turrets
Right Click = Large Red Turrets

Code by Jibran Syed (me)
Sound effects generated from BFXR
Art made in MagicaVoxel


I would love to hear suggestions and critiques. :)
Twitter: @Jishenaz

Downloads and Links




TomOlivier says ...
Aug 25, 2015 @ 7:22am

Loved the way you move and shoot, graphics are also great!

That would be awesome to add more random events against the player though.

Jishenaz says ...
Aug 25, 2015 @ 4:35pm

Thanks Tom!
Yes, random spawning of enemies would have been something I wanted in the game, but I only had 8 minutes to make a level. XD

Kakureta says ...
Aug 25, 2015 @ 5:35pm

It's a good game. I especially liked the graphics. Would have liked to see more things in the game though.

A_K_ says ...
Aug 25, 2015 @ 6:16pm

Pew! pew! cute, liked this :)

allinlabs says ...
Aug 25, 2015 @ 6:47pm

The game is not finished, but it's a good start, there's definitively something to explore here; the ship and all the cannons feels great; I like how it's slow paced and everything is subject to time and distance, that you have to think ahead where the enemy will be when the lasers arrives.
But it's too easy and too repetitive in it's current state. Yet promising! Good job

commodoreKid says ...
Aug 25, 2015 @ 7:10pm

It would be much better if you could summon enemies closer and make difficulty go higher over time. It's a very good idea but not a good execution as you also mention in the description. You could keep working on this, I'm not sure about voxels though.

Jishenaz says ...
Aug 25, 2015 @ 8:40pm

Thanks for the feedback everyone!

I basically dumped enemies in random parts of the scene, due to lack of time, but I do want to place an actual spawning system that will hopefully be smart.

I chose voxels because as a programmer, I found MagicaVoxel easier to use than Blender.

Aug 25, 2015 @ 8:41pm

Nice game. But where's my Yamato gun? :D

Aug 25, 2015 @ 10:01pm

I wasn't expecting to see a bullet hell in this LD.
The game transmits a sensation of epic fight with so many things flying arround at the same time.
Enemies were hard to spot and slow to engage sometimes.
Bullets don't seem to arrive when they are far but in sight.

shimage says ...
Aug 25, 2015 @ 10:35pm

I like the very powerful weapons. I want to destroy more enemies. Good game!

Hegback says ...
Aug 26, 2015 @ 7:59am

Surely one of the best web games I've ever played here.
Do you consider adding health meter for the boss(player)?
Btw, that enemy spawnning is real great! Just what I want!

Jishenaz says ...
Aug 27, 2015 @ 6:42pm

Thanks everyone! I originally wanted a few more enemies, but I didn't get time to make them.

A more complete version of this game would definitely have a health meter for the player.

Chronodrax says ...
Aug 28, 2015 @ 2:33am

5/5 best battleship simulator !
Ok ok more seriously:
--> The right click red plasma seems currently useless: the bullets' speed won't earn the battleship's velocity when fired, so the faster you go, the less chances you have to fire forward. Also, the red bullets disappear too soon
--> lasers also disappear too soon, since you'll never fly straight into an enemy, risking to be hit many times, just to fire lazors instead of the basic left-click attack
--> side lasers would be the best and most logical weapon to use, but only if we could rotate the camera to see where we're firing !
--> in the end, I find the left-click being the most effective weapon in the current build (no click limit, travels at ludicrous speed, and can reach opponents from so far away that their own bullets can't event reach you (well as long as you're not really trying to catch'em)
--> I suppose the automatic random short-ranged cannons are there against not-yet-implemented fighters ? :)
Maybe some kind of energy bar could be used to dilute the efficiency of the long-ranged too-powerful weapons compared to the other ones ?
It could also be used to give a speed boost (which would be appreciated)
But really all this needs is a bit of tweaking and enemy spawning and you'd already get endless space fun :p

NoWandStudios says ...
Aug 31, 2015 @ 2:30pm

It's a pretty concept! We think that plasma (red shots) need adjust. Right now it's useless.
Overall the game passes

peterkirk says ...
Aug 31, 2015 @ 2:58pm

I really like the idea of controlling a giant space ship with multiple different weapons on it and I think you did it well.
My main problem is he enemies. I never felt I was in any danger from them. I wanted something dangerous to defend myself against and feel satisfied after destroying them.

Jishenaz says ...
Sep 6, 2015 @ 12:54am

I appreciate the feedback!

@NoWandStudios: I would definitely tweak the red plasma more if I was going to develop this game further.

@Chronodrax: I'm not too sure about camera rotation. It's something to think about, but I wouldn't want to to be too disorientating.

@peterkirk: I had more elaborate enemy behaviors planned but didn't have time the implement them.

uheartbeast says ...
Sep 12, 2015 @ 10:37pm

Great graphics. The game was a bit easy and I think I would have enjoyed fighting some harder enemies. Regardless, you have done a great job with this.

Sep 13, 2015 @ 6:27pm

Your game has been rated by our team member Antonin Charvat (music composer). Here is his comment: Nice art and effects, but I didn't know what to do after ten minutes, because enemies just stopped to appear :(

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