Ludum Dare 35 — April 15th-18th, 2016 — Theme: Shapeshift

Search Keywords: HTC Vive, Oculus, Mac OSX, Linux, Android, Flash, HTML5, Java, Unity

Back to Browse Entries

Ship Shape

by TEAM-TIGER - Jam Entry

Ship Shape
We <<highly suggest>> a 360 controller (ps4 is on wrong axis). Also highly suggest 2 player mode with two controllers. Keyboard controls were originally implemented just so that we could test on systems without a controller.

Shoot ship shapes swiftly as a shape shifting ship, with shape shots, slaughtering the sly ship shapes who subtly scheme sabotage squandering ship chivalry.

Your Shape/Color is immune to all bullets of the same color, but be careful enemies are immune to their color as well.

Survive as long as possible to beat your previous scores or compete with friends for top of the leaderboard!

2 Players supported but needs 2 gamepads

Controls :
Move: Left Joystick -or- wasd
Shoot: Right Joystick -or- ijkl
Shape Shift: Face buttons -or- cvbn

Particle Effects Warning: Experiencing "Ship Shape" with Sub Standard System Specs shifts satisfaction supremely southerly. Ensure you shell out more shillings on subsequent systems.

All visual, audio and coding done by us during the jam. Developed in Unity.

Ship Shape Skippers:
Sean "Shaun" Turner
Spencer "Sugar" Congdon
Tom "Shifty" Griffith
Josh "Shameless" Patriquin

Ship Swabbie:
Alex "Shwagg" Smith

Downloads and Links


Ratings

Coolness81%
#236Graphics(Jam)3.90
#336Overall(Jam)3.46
#378Audio(Jam)3.18
#425Theme(Jam)3.49
#467Fun(Jam)3.22
#485Mood(Jam)3.17
#525Innovation(Jam)3.07
#658Humor(Jam)2.19

Comments

Khaoz_Fang says ...
Apr 19, 2016 @ 1:40am

The effect looks really cool

huminaboz says ...
Apr 19, 2016 @ 3:53am

Love the concept of four different modes. Had an "aha" moment when I realized it!

Fabraz says ...
Apr 19, 2016 @ 6:15pm

I like that you made a 2 player mode possible, fun version of a shmup.

luquio says ...
Apr 19, 2016 @ 6:17pm

good idea, like a game i ve played long ago, except for the shapeshift :P

bazkur98 says ...
Apr 19, 2016 @ 6:18pm

It looks great, but I found the controls to be way too unresponsive and too numerous to be playable. I like the general idea though

Jerre says ...
Apr 19, 2016 @ 6:19pm

Haha nice tong twister in the description here!
Nicely made game. Controls were a bit slow to react. Graphics quite ok. A better difficulty curve would've made it more enjoyable to me.
Press any button to continue doesn't work for me on OSX btw.

tower07 says ...
Apr 19, 2016 @ 6:19pm

The controls didn't work very well with a keyboard, but worked fine with a controller!

FloatingGhost says ...
Apr 19, 2016 @ 6:20pm

+1 for controller support, that was really needed

The graphics were nice, the sound could use a little work, and the difficulty was just a tad high - the bullets were near-impossible to dodge at points. But a neat little play on the bullet hell genre, nice :)

Reyn says ...
Apr 19, 2016 @ 6:31pm

Nice idea, for interest sake how do you move the ship around ? I assume its a rigid body ? There is quite a delay before the ship starts moving.

TEAM-TIGER says ...
Apr 20, 2016 @ 11:22am

@Reyn We do move him around with physics, unfortunatally if you play with key board it is a bit unresponsive. We find the best way to play is With an xbox controller (2 for two playr is even better).

SemiColon says ...
Apr 20, 2016 @ 11:50am

Sadly the controls are very unresponsive, which makes the game even more difficult! I really liked the mechanic, but it would be nice if it didn't cause a mess with the controls.
Perhaps changing the colors to 1234, and then aiming with the mouse would've worked better for keyboard.

glitchu says ...
Apr 20, 2016 @ 4:22pm

Works great on a controller. Hard but fun as hell like ikaruga. On a keyboard I couldnt press anything to get rid of the highscore when it said 'press any key to continue' but on a pad it wasnt a problem.

TEAM-TIGER says ...
Apr 20, 2016 @ 4:23pm

(Spencer) I honestly think the keyboard controls should come with a warning, as they were really only there for us to test with when all of the other controllers were being used elsewhere. It is 100% meant to be played with a controller, where I'd often contend that it's a bit too easy.

Thanks for all of the feedback, it would be great to take the time and make bring the keyboard controls up to par.

Ramayana says ...
Apr 20, 2016 @ 4:27pm

Your game is good. It is really challenging but reaching the shifting and shoot is impossible. From my perspective it would have been better to make the shapeshifting on the triggersfor Xbox control. We did a shooter too so I have a question : How did you do the bullet patterns?

Seth_senpai says ...
Apr 20, 2016 @ 4:28pm

Nicely executed SHMUP with some interesting mechanics. Good looking stylized graphics except for the UI which could use some love. (healthbar etc) I loved the old-school style arcade leaderboard that was a nice touch!

virtual_void says ...
Apr 20, 2016 @ 4:31pm

Best graphics I've seen so far and nice audio, the controls seemed a bit off, but great game!

phi says ...
Apr 20, 2016 @ 4:32pm

Very cool! I like the visuals, although it gets a little overwhelming when the whole screen is constantly filled with bullets... Maybe that's just me. Also, I couldn't really get used to the keyboard controls, but I imagine this would be awesome to play with a controller. Shapeshifting to change how the player interacts with bullets is a great idea; Simple, yet fun.

SgtBursk says ...
Apr 20, 2016 @ 4:35pm

Outstanding visuals! Press any key to continue wasn't working if you got 0 points. Uhh...or so a friend told me. (didn't realize you could shoot the first time around!)

WERT Studio says ...
Apr 20, 2016 @ 4:55pm

a bit slow but overall wow great idea pretty neat controls. I really like this game

TEAM-TIGER says ...
Apr 20, 2016 @ 5:25pm

[Spencer]
@Ramayana Each is essentially a Gun that spawn Projectile objects. Each Gun calls Fire() at a specified interval. Fire is overridden by child classes like BurstGun and SpreadGun which have their own properties for how to instantiate each bullet object (time, angle, etc).

If only I'd had time for ships that spawn ships and bullets that spawn bullets! Both of which don't actually need a lot of time, but alas, debugging got in the way.

Ramayana says ...
Apr 20, 2016 @ 5:50pm

Ok! It could help me a lot in the future, thanks!

TEAM-TIGER says ...
Apr 20, 2016 @ 6:47pm

(Josh) @Ramayana Just checked out your entry. Plays well. I'm terrible but its fun.

Gollunk says ...
Apr 20, 2016 @ 7:25pm

Good potential.

Louspirit says ...
Apr 20, 2016 @ 9:06pm

Congrats for the graphics and sounds! Nice idea for the colors signification too. For the controls it was more difficult, my thrustmaster controler (just a test) didnt work and I have a azerty keyboard.

Apr 21, 2016 @ 4:07pm

Nice graphics and music, it runs slow on my machine, but I managed to play it.

ougrouk says ...
Apr 21, 2016 @ 5:13pm

Fun game overall

yuigoto says ...
Apr 23, 2016 @ 6:51pm

Great bullet-hell/twin-stick shooter game! :D

The graphics made me think a little bit of an upgraded version of Geometry Wars, which is pretty cool! Loved the effects, the low-poly models and the death explosion wave effect on all bullets! :)

Soundtrack and sound effects are great too and really pumped up the gameplay! :D

The controls, on my XB controller, worked great and were responsive enough! :) On the keyboard I just can't play the game, because of the movement, firing and shapeshifting. It could be a good thing to have the shapes shifting with the trigger on the X controller in a cycling scheme, though, since it's be easier to change it.

Great idea, the concept is pretty fun and loved the execution!

Cheers! :D

SmilingCat says ...
Apr 28, 2016 @ 2:44am

Excellent graphics and sound, and one of the best games I've seen this compo. Great job!

nihilaleph says ...
Apr 30, 2016 @ 1:15am

Very cool graphics and sound! Mechanics are nice but I think it's really hard to aim (even with controller) and felt a bit overwhelming at first, with all colors in the screen. So I stuck with one color and killed all other colors and then proceeded with cleaning the previous color.

Anyways, great work!

puppetmaster says ...
May 7, 2016 @ 10:18pm

Really like the graphics fx. Sound is also very cool and give a good mood! For me, the learning curve is to high I prefer a more easy start. Keep up the good work!

You must sign in to comment.


Mini Submission FAQ

TEAMS: Teams entering the Jam should pick a single representative to submit your game, or create a team specific account you can share. We currently do not support Team Voting, but sharing an account and together playing and rating games is acceptable.

CAN I ENTER BOTH EVENTS?: You should pick 1 event, whichever you think it’ll do better in. If the idea is strong, and everything plays well enough, you can go Compo. If you’re a perfectionist, and would prefer people to play a more polished game, do the Jam. Historically, more games are entered in the Compo, but with more people and more time, Jam games have the potential to be better (that doesn’t mean they are). Many solo participants do enter the Jam.

If you made 2 games, unfortunately, the website doesn’t support multiple submissions per user. To submit your 2nd game, you will have to make a 2nd account. Only do this if you made 2 games. Alternatively, if one game is better than the other, then consider just entering the better game.

CAN I KEEP WORKING UNTIL THE DEADLINE?: Yes! Immediately after the 48 or 72 hours, we do something called Submission Hour. As the name suggests, it’s an extra hour for you to package, upload, and submit your games. If there were catastrophic issues trying submitting your game, or you misunderstood how submissions work, that’s okay. It happens. We’re flexible. If you need advice, check with the folks on IRC. If you need an admin, get in touch.

CAN I KEEP WORKING ON MY GAME?: Oh definitely! You should! But for the sake of judging, keep the Compo or Jam version around. You can include a link to the Post-Compo/Post-Jam version of your game on your games page, but sure your main links are the original version.

PORTS: Ports to other platforms can be done after the deadline. That said, the sooner you finish your port, the sooner people can play your game, improving your chances of placing in the final results. For best results, provide a Web version of your game, or a Windows version with no dependencies. Also be sure to rate at least 20 games to improve your visibility (Coolness).

MY GAME CRASHES, IS UNBEATABLE, OR I MADE A TYPO: We allow you to fix crashes, win condition, or tiny bugs after the deadline. In a sense, this is like “porting” to support more players. We leave this open to interpretation, but generally speaking your game should be identical to the game you submitted. No new features, just fixing mistakes you should have caught had you been better rested.

MY GAME DOESN’T SHOW UP: If you can’t find your game, it’s usually because the URL to your downloads are missing ‘http://‘. Fix your URLs (http://mysite.com/mygame.zip) and you will show up. Alternatively, if you just posted it, wait a minute. The cache may not have refreshed yet.

NOT LOGGED IN?: If you get a message about not being logged in, even though you are, it’s because your web browser cached the non-logged in page. You can fix this by either refreshing your cache or clearing your cache. CTRL+F5 in many browsers. Chrome is a bit more work. Press F12 to enable Developer Mode, then you can right click on the refresh button and select “Empty Cache and Hard Reload”. This option is unavailable if you are not in Developer Mode.


[cache: storing page]