Controls: Move - A, D / LS Interact - E / X Jump - Space / A Jetpack - Space, Space / A, A
Art + code by me Sound and Music - Cactusdude, One Man Symphony, Freesound.org
Icon Pixelz Studio
*Version update - post launch* - Some jetpack boost and handling improvements - Initial walk speed increased - Some geometry changes - 'Press Enter' changed to 'Enter' on Main Menu
Great atmosphere, for a game made in 3 days it's magnificent. There was some junkiness in the player movement while airborne, but it's nothing you can't overcome while playing - once again - a game made in 3 days!
hey @sherwin-claridge , I think your greatest strengths in this game are definitely the mood and audio which really brings out the atmosphere in your game. They represent your strongest positives here:
1) Your mood is one of the strongest aspects because of your simplistic and gloomy art direction which brings out the dread in the game. Your sound effects also greatly enhance the overall experience so I think your storytelling was superb!
I have some other qualms about your game:
1) I think the gameplay definitely needs a whole lot more improving. The jetpack/air-borne controls do not feel good to use. It doesn't feel good to have the player immediately stop after removing the movement keys while airborne. The ledge climbing is a bit glitchy as well.
These are critical because you label-ed your game as a puzzle platformer, but there's no puzzle, and the platformer is not up to par.
Nevertheless, as a story/atmospheric game. This holds up well. Consider polishing up your platformer mechanics though!
That was a really beautiful game with a fantastic mood, the artsyle really drew me in! I loved the ending as well. I have a couple criticisms: - The jumping/climbing mechanic felt pretty finicky and unreliable - I feel like the opening sequence didn't really respect the players time - walking that slow for that long as probably a bit too much
Saw this on reddit a few days back, really well done on the art and the mood in this game it is very well polished. Nice use of the theme too and very fitting ambient music. Gameplay was solid too though the grab was a bit buggy at times but really great job on this jam! :smiley:
Heya! Thanks for submitting your game to my stream at wwww.twitch.tv/drjavasaurus. Great storygame with a perfect mood and atmosphere. Great use of post processing and floaty controls really match the premise of the game. Well executed, thank you for letting me play this ! :)
Really nice mood and audio. The jetpack could use a bit of improvement as it did not feel reliable to use and it could be a bit quicker to repair the suit.I loved the ending and the theme integration , good job overall
Thanks everyone so far for playing and rating my game and for the feedback :-).
*WebGL version update - post launch* - Some jetpack boost and handling improvements - Initial walk speed increased - Some geometry changes - 'Press Enter' changed to 'Enter' on Main Menu
This was great fun to play. Only thing i didnt like about it was the collision bugs when you try to jump when making contact with the wall. I played the .exe version btw.
The background kinda reminded me of Ape Out. How did you create that noise effect. Was it shader-code, or non-shader code?
Really nice! This has a lot of potential. I think you really got the mood you tried to invoke. The music and sound design was amazing and helped to a lot to convey the eerie loneliness when crashing on a foreign plant. The art was basic but worked due to the art direction you took. The only real problem was with the jetpack controls. I didn't like how there was no inertia anymore when activating it. Going foward and letting go of the jetpack catapulted the player pretty far. There was no way to really calculate the flying jumps correctly. The pyhsics themselves worked ok, but seemed a little rough around the edges. Jumping against walls or ledges took away all your inertia away as well (sometimes). But that's really all that I could come up with as constructive criticism. The rest was on point! The twist at the end reminded me a lot of the movie "Moon", that movie also would fit the theme pretty well :)
Good job! Maybe try out our game as well. We also had a huge focus on atmosphere and sound design to convey very specific mood.
I was a bit confused with the controls, especially with the climbing part since it wasn't mentioned anywhere (I think) but I otherwise liked it, it was really atmospheric (ba dum tsss), with the music, colors... Nice!
Comments29
Sound is cool too
Little bit slow game, but anyway good job!
I think your greatest strengths in this game are definitely the mood and audio which really brings out the atmosphere in your game. They represent your strongest positives here:
1) Your mood is one of the strongest aspects because of your simplistic and gloomy art direction which brings out the dread in the game. Your sound effects also greatly enhance the overall experience so I think your storytelling was superb!
I have some other qualms about your game:
1) I think the gameplay definitely needs a whole lot more improving. The jetpack/air-borne controls do not feel good to use. It doesn't feel good to have the player immediately stop after removing the movement keys while airborne. The ledge climbing is a bit glitchy as well.
These are critical because you label-ed your game as a puzzle platformer, but there's no puzzle, and the platformer is not up to par.
Nevertheless, as a story/atmospheric game. This holds up well. Consider polishing up your platformer mechanics though!
the experience was great but what I hated is it was very difficult to jump over a platform other than that it is a great game
- The jumping/climbing mechanic felt pretty finicky and unreliable
- I feel like the opening sequence didn't really respect the players time - walking that slow for that long as probably a bit too much
Still, great job!
*WebGL version update - post launch*
- Some jetpack boost and handling improvements
- Initial walk speed increased
- Some geometry changes
- 'Press Enter' changed to 'Enter' on Main Menu
The background kinda reminded me of Ape Out. How did you create that noise effect. Was it shader-code, or non-shader code?
Good job! Maybe try out our game as well. We also had a huge focus on atmosphere and sound design to convey very specific mood.
I really like the slowness in the beginning, it really helps the mood to be set.
Incredible sound design work also, congrats guys !