Excellent work on the graphics, they are of the chart.
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PLANET BOUND:CRYSTAL HUNT's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #21 | 4.000 | 4.000 |
Audio | #47 | 3.269 | 3.269 |
Overall | #85 | 3.015 | 3.015 |
Theme | #102 | 2.808 | 2.808 |
Gameplay | #126 | 2.769 | 2.769 |
Innovation | #179 | 2.231 | 2.231 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- PLANET BOUND:CRYSTAL HUNT lovely action runner game with beautiful graphics in space, parallax background is winking us while we getting more power, fighting with the aliens. Once I close my eyes, I imagine dashing through enemies with a punch!
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Beautiful game, the graphics are fantastic!!, I have play it a couple of times, and in a second chance, not sure if it was a bug but the enemies just didn't spawn, but appeared in the HUD as defeated. but overall this was pretty good!!
Amazing artwork! The multiple parallax elements and info boxes make for a pleasant viewing experience.
The concept is simple yet very playable. I've spent quite a bit of time just moving up and down, gathering crystals without any fighting. It's relaxing :)
Thanks for the feedback. I'm glad you liked the artwork (animations and environment art ate up a good chunk of development time so there's definately more stuff we left out. Any future updates we make will include more locations, animation bug fixes and an improvement on gameplay! Hoping we get to all of them plus expansions on the story.
Hi!
Passed the game! Unfortunately, at the end I didn't see any conclusion, just an offer to repeat the game, I would like to see something that would indicate the completion of the game and its successful completion.
Well, the look is gorgeous! This background is simply beautiful! The entire visual style of the game is beautiful and harmonious. Music enhances the gaming experience. The only thing I wanted was to see the balancing of the game, since you go through all 8 levels monotonously without changes, I would like to see an increase in difficulty as you progress through the game.
Maybe I'd also like to see a bit more different mechanics to match the theme, but either way, nice game - congratulations!
P.S.
I'm also interested in what tools and technologies were used to implement this graphic, since I tried to test the phaser for the first time, I'm twice as interested in how else it can prove itself :).
Thank you, Unique chars, for your feedback and trying out our game :) We do see your point on the game's conclusion, and it's current monotonous nature, we are working to fix these issues post jam voting period. We are glad you enjoyed the visual style and the game music!
We used Phaser as our game engine, which has robust support for any type of well-supported graphics you may have for your game. Additionally, we used Texture Packer by CodeAndWeb for packing our sprites.
Did you like Phaser after testing it out ?
As for Phaser, did I like it, I will say that I definitely did! I liked how many useful features Phaser offers out of the box, I also saw that there are many plugins for it, which shows its popularity, but I did not specifically use them, because I wanted to evaluate Phaser itself, without additional plugins to it.
They also have short and at the same time full notes on its capabilities and, in parallel, a large pool of examples, which were quite enough to get started.
I won't say that I touched everything, but from what I used for the game, I was quite comfortable. There are a few things I didn't get around to researching, like uploading files as individual scenes in tandem with Webpack, but overall I had a nice experience! Thanks Phaser ;).
The only thing that added extra work for me was the centering of the elements and their alignment, which I had to write manually all the time. If there was something like CSS-Flex, it would be perfect :D. Have you ever experienced such a case? If so, it's interesting to hear how you coped with it :).
I will be glad to hear interesting cases from your experience using Phaser :).
And with the help of which technologies were the graphics developed?
That's a good experience you had, there is a great team and community around phaser, that is why I like it too.
The graphics were developed by a very talented artist maungler whom I developed the game with, he will do a breakdown on how he developed the art and the tools he used.
Sometimes it is a pain centering or placing game items on the canvas but depending on your use case there are some ways to bear the pain.
The origin of a game object determines how it will be positioned. X coordinate increases as you move to the left, Y coordinate increases as you move to the bottom.
There are also inbuilt methods for positioning game objects depending on your use case
See the following phaser labs
Really cool environments and visuals on display here, top notch stuff with the sound design. I think it might have been interesting if, instead of stopping to fight the red squids, you can attack whilst moving. Forcing the player to get attack timing down, as well as the moving timing. Very good entry, congrats.
The game is very nice! I love the environment, sound design, and the whole style in general. The parallax effect is very well done and adds to the immersion. Overall the game is super polished and your menus are very well done.
The game is super beautiful, the interface and the background are sublime, well done. The game seems well polished, I think there is more to develop in the concept: a shop with resources or others to diversify the gameplay! (Quite funny to see teleporting to the top or bottom of the path when you come out of an end)
Nice and polished game. The art, animation, and music fit well together, and I like the style. I managed to find the square in level 8, so I think I won? The parallax effect is cool and helps give extra depth to the game. I wish the difficulty ramp could have been higher, and having the music progress with more variation could also help the player be engaged. Good work
Thanks for the feedback!! We caught most of those bugs a bit later in development and just ended up prioritizing the other major bug fixes... Like the collectables having Realtime in-game value and eventually getting to the end of each game loop, broken tiles and implementation on the collectables and as you've pointed out, the fight sequence had a bit more back and forth to it. The whole point of the game was to get enough yellow crystals for ship's hyperdrive to be at 100% so the player could access it! The Ship isn't the final design, no UI for it and there are tons of animations we'd planned on adding to the fight. Hoping to get back to updating it after the Jam, there's tons of ideas we left at the chopping block!
@oldretrogames checkout this tool for most common JavaScript canvas libraries and framework performance comparison.
https://benchmarks.slaylines.io/p5.html. It's interesting you use p5.js, I know there is a great community of creative coding stuff done with p5. I will explore it. Phaser JS is a fully fledged HTML5 gaming framework, check it out
This game has very good graphics! The game's dimension is a bit small though, why not make it a big larger?
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