Lore- You run out of fuel and land on a Stray Moon, you find a cabin in the middle of the barren asteroid and find Bill the shopkeeper. He offers to sell you the required fuel to get home but the catch is he only takes oxygen as currency your "Lifeline". To get home you must mine the Moon of its valuable Metals well battling the natives before you run out of oxygen.
Instructions- Mine the Metals Take note of how hard they are to mine in the top right hand corner when looking at them. Look out for The Native “Rocks” Sell your Metals to Bill for Oxygen Buy Upgrades at the two vending machines (Tool Upgrade ‘n’ Oxygen Tank Upgrade)
Controls-
Movement- WASD- Forward, Left, Back, Right Space- Jump (Take Note of the Gravity)
Other- Left Mouse Click- Mining/Shooting E- Interact Button (You will be prompted when you can use this button) Scroll Wheel OR Q – Switch Between Tool and Gun
Known Bugs- Flying, When heading upwards on the terrain you start to fly this is a bug best fix atm is to stand still and float down will try to fix tomorrow
Future Dev- Add Starting/Ending Animations Add ending to game Animation/Lighting Overhaul Redo Gravity System Planet Terrain/Decoration Overhaul First Person Option / Better Use of Third Person
Software Used- Engine- Unity Art- MagicaVoxel Music- FL Studio Pro Coding - Visual Studio
Team- (Emperor Eagle)- Majority of Code (FROG5TAR)- Code/Art (Illumin8)- Music/Sounds
Very cute game and nice work on getting all those features in, including an intro and an exit! Also nice that you added a enemy proximity warning. I did have a few issues though: enemies wouldn't spawn or wouldn't try to get to you, I would often fly high up in the air for no reason and I was unable to buy the fourth level tool.
Felt like a core loop of a game. It gets repetitive fast and as a player you miss some more content/features. Obviously not after a jam like this, just overall. Well yeah. It was fun, but it felt like something is missing. Always when I ran back to the store I moved more upwards than forward. Mining Tool Upgrade worked 2 times ... guess not everything made it into the game? I liked the graphics, very clean. The music was calm and fitted perfectly. Oh, the enemies. I've got maybe 6 or 7 at the beginning, but that was all. Bug or didnt just made it completly!?
I tried to play the web-based version of the game but couldn't. When I checked the web console, I noticed several errors like the following: "Failed to load resource: the server responded with a status of 404".
Hey, that was really good!!!! The graphic and music fit together so perfectly. Also I really felt like I was in outer space, the physics were well done :)
Only thing that was :( is that after a while going forward I started to fly? :/ I tried to keep going for 5 more minutes, but it wasn't really working :( Did I do something wrong? Really cute game and I want to emphasize again that the choice of music was really splendid :D The sky was pretty too. shooting felt kind of rewarding altough there were no projectiles but seeing the health bar of the enemies going down made me felt like "YES! I'm such a sniper!" xD
@angiemon Yeah Flying is a Bug we are still trying to pinpoint the issue we think its the shape of the moon. but yeah thats a problem to fix tomorrow :) glad you enjoyed it though
Nice! Good job, really enjoyed going around and farming and improving my tools! The athmosphere is also quite well done and other than the gravity clunkiness it plays quite well.
I found it hilarious that when you jump all the enemies lose their shit and start barrelrolling XD.
Hi guys. I like the models and sounds, I like that you can go around the moon. The only and critical problem with this game are the mouse controls and the missing gamepad controls (aim on right stick). Had those been usable, it'd be awesome. Any kind of bullet effects (when shooting enemies) would help. Furthermore, I wasn't really sure if I was mining or not and whether I could sell or buy or not. That needs to be communicated to the user via UI and more sounds. Perhaps flash an icon on the UI or animate the text or anything to make it apparent. Next time :) Still a good job!
If I may, I recommend the following very rough production practices next time, as you now have a rough idea of what takes how long to implement: 1. assign priorities to your features (is it critical, important or nice-to-have?) 2. assign time estimates to your features (if a feature would take a whole day and isn't critical for the successful release of your game in the constrained time, well, ...) 3. bump up the priorities of user action feedback (animated UI, sounds, screenshake, ...) 4. start implementing the top minimum set of features your game needs and time allows 5. don't start polishing before your core gameplay works 6. don't start on low priority and/or too difficult features 7. test ALL features every single time you add something, to catch any regressions 8. don't put a ZIP file without an extension (!) on your webhosting :)
Good luck :)
EDIT: Guys, why don't you provide a link to the WebGL release? I tried it now and the MOUSE is fine, so I take that back! Also the UI is slightly better in the small window (compared to the Windows version @ 2540x1440px).
There's a lot of interesting things going on in this game, but there are some issues. The gravity bug is a known issue, but it got so bad I finally gave up playing. I seemed to be in an area where I couldn't walk more than a few steps without getting stuck in the air. I also saw some enemies roll backwards like tumbleweeds. On separate note, the mining angle is awkward.
The music is really suitable, but the mining sound effect is quite loud.
As someone else mentioned, more player feedback/UI is needed. For instance, when mining a sound effect could go off. I also couldn't tell if the enemy was hitting me or not, or if they even came close enough. I wasn't really sure how to end the game either, but perhaps I didn't get far enough. Still would be nice to know the exact goal from the beginning.
This game idea actually has some potential to it. I really was enjoying myself up until the gravity bug took over. With some more effort this could become something very good.
Comments23
I liked the graphics, very clean. The music was calm and fitted perfectly.
Oh, the enemies. I've got maybe 6 or 7 at the beginning, but that was all. Bug or didnt just made it completly!?
Still. Well done guys!
Also, you should put http:// ou https:// on your links :)
The graphic and music fit together so perfectly.
Also I really felt like I was in outer space, the physics were well done :)
Only thing that was :( is that after a while going forward I started to fly? :/
I tried to keep going for 5 more minutes, but it wasn't really working :(
Did I do something wrong?
Really cute game and I want to emphasize again that the choice of music was really splendid :D
The sky was pretty too. shooting felt kind of rewarding altough there were no projectiles but seeing the health bar of the enemies going down made me felt like "YES! I'm such a sniper!" xD
I found it hilarious that when you jump all the enemies lose their shit and start barrelrolling XD.
Well, done, keep up the good work!
If I may, I recommend the following very rough production practices next time, as you now have a rough idea of what takes how long to implement:
1. assign priorities to your features (is it critical, important or nice-to-have?)
2. assign time estimates to your features (if a feature would take a whole day and isn't critical for the successful release of your game in the constrained time, well, ...)
3. bump up the priorities of user action feedback (animated UI, sounds, screenshake, ...)
4. start implementing the top minimum set of features your game needs and time allows
5. don't start polishing before your core gameplay works
6. don't start on low priority and/or too difficult features
7. test ALL features every single time you add something, to catch any regressions
8. don't put a ZIP file without an extension (!) on your webhosting :)
Good luck :)
EDIT: Guys, why don't you provide a link to the WebGL release? I tried it now and the MOUSE is fine, so I take that back! Also the UI is slightly better in the small window (compared to the Windows version @ 2540x1440px).
The music is really suitable, but the mining sound effect is quite loud.
As someone else mentioned, more player feedback/UI is needed. For instance, when mining a sound effect could go off. I also couldn't tell if the enemy was hitting me or not, or if they even came close enough. I wasn't really sure how to end the game either, but perhaps I didn't get far enough. Still would be nice to know the exact goal from the beginning.
This game idea actually has some potential to it. I really was enjoying myself up until the gravity bug took over. With some more effort this could become something very good.