While harvesting star fish, you notice things are getting weird.  Strange, beautiful nebula are applying odd forces to your spaceship.  

But space has a lot of space.  So the only thing you really need to worry about are the spiky red rocks, which will puncture your shield quickly.  

How many star fish can you collect while eluding the spikes of interstellar death?

INSTRUCTIONS

  • Thrust with [ Left / Right / Up  ] or [ W / A / D ]

There are two modes:

  • Survival Mode: Get as many star fish as you can while navigating the weird fields and avoiding the red spikey rocks    
  • Time Trial Mode: Get the one star at the end of a long tunnel as fast as you can

TIPS

  • Use headphones to hear the original music and SFX
  • There's no time limit in Survival mode, so no need to rush
  • You get a free heart every 8 levels, up to a max of 3 hearts
  • Bouncing off the walls is a pro maneuver
  • Pressing left and right thrusters at the same time adds an extra touch of forward power
  • Time trial mode is the same layout each time, so try and find the best path through the course
  • Post screenshots of your best scores / times in the comments!
  • You are a contender if your time trial is under 15 seconds

TIME TRIAL RATINGS

  • > 30 seconds - Rocks getting you down?
  • 16-20 - You are on your way... keep going!
  • 14-15 - You are a contender!
  • < 13 seconds - world class!

CREDITS & ABOUT

This is the eighth Trijam for Team Twosticks!  The theme for Trijam #127 is “Things are getting weird”

This time we decided to forget about the three hour limit and instead focus on learning as much about Godot as we can.  It was enjoyable learning and creating without worrying about the clock.  We learned about particle effect, signals, parallax, shaders, environmental glow, timers, UI controls, project organization.  Whew!!

Our thanks as always to the open source community for providing such amazing creative tools and resources for free!

  • C. Haine (12) originated the game concept, designed the levels, and did most of the coding using Godot.  “Some things are harder than Scratch, but it came out better than I expected.”
  • K. Haine (12) went vector this time, and designed all artwork in Inkscape.  She procured most of the sounds from Freesound.org and edited them in Audacity.  We used some particle graphics from Kenney.nl.
  • P. Haine (>12) helped with the Godot research and coding.  Original game theme music was composed in Logic Pro X.  We also reused our song from Time Crystals / Trijam #121 for the title screen.

Comments

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It was very pleasing bouncing everywere between rock and wall ! The control are very good well done !

Wow Great! So well polished!!! Love it!

This was a great little experiance and it was also very polished only critique i have is that maybe you should have added some more indicator that you have taken damage. But great game over all :D

(1 edit)

Thanks for the feedback!  Agreed, the response when you bonk the spiky rock should be stronger....