You have created a big adventure within a small space. The visuals are amazing, but some interaction icons are a bit misleading. It took me some time before I learned how to use items with the environment. The animations and sound design are really good too. The airlock door sounds very DOOMy. Fantastic entry for the jam!
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Adrift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Characterization | #14 | 3.944 | 3.944 |
Emotional Engagement | #16 | 3.556 | 3.556 |
Mental Engagement | #18 | 3.778 | 3.778 |
Overall | #18 | 3.833 | 3.833 |
Overall | #19 | 3.713 | 3.713 |
Lasting Impression | #38 | 3.444 | 3.444 |
Atmosphere | #61 | 3.722 | 3.722 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Interesting game ,I like the storyline,and the stylized art design,great job:)
Enjoyable game, but I couldn't finish sadly. The characters and story were interesting, and I wish I could have seen how it ended, but alas my skill issue be too great. Also I was running out of time to keep playing. Not sure what else to say, I think there was a bug when inspecting the fabricator where it repeated part of it. No other issues I remember, just a nice game!
"Juice, carrot, cold."
What a marvellous adventure. So much to see and so much to do in such a small space. Quite impressive. Love the visuals of your game, it just looks awesome. The animations are great too. The music suits the game, only the dialogue sfx could be a bit quieter. It would also be nice if you could use inventory items with the environment by clicking outside the item box and not having to click the toolbox again.
The update is a very pleasant improvement. I played the original first and like some others I thought the intro was stuck in an endless loop. The other features also make life easier. At some point, even the best animations get on your nerves when you see them again and again. Especially if you get stuck on the puzzles.
Speaking of puzzles, they are really challenging. That is something I enjoyed. However, I had to be helped on my way. My cleverness obviously leaves something to be desired. I absolutely fell in love with the characters. And the ending ... Sad, funny, silly - so many emotions at once. Wonderful.
A really terrific game.
Drat. I think I even checked the options once, but forgot when I came back to play the newer version. Sorry about that.
It would indeed have been nice to be able to hover over the right side for the inventory, but it's really not much of a problem.
And not only have I made it to the end, I've enjoyed the whole journey. Probably much more than Boddy. :)
Great job! The art and the story work great. Not a fan of the music choices and dialogue fx, but I understand it is part of the aesthetic.
All elements are working fine, and making this game possible in two weeks is an outstanding effort becoming reality. I celebrate and applaud that. Congratulations!
The intro made me feel the game was bugged...
Text sfx is quite weird and not pleasant to the ear, maybe it was best to leave the sfx out of the picture. And there's too much text per speech line, which could be edited harder or/and cut in several lines.
Despite the nice placing of the music tunes, it's just my personal disliking of the classic music (especially the Beethoven's one, heard to much too often) in this setting, don't feel the vibe. Howeverm it's great that music doesn't play all the time (the best way to chill is to turn the shower on).
Also the main chars melancholic (almost desperate) attitude makes the game less fun. I remember The Whispered World game, where the clown, although being quite sad, was quite witty and fun in his whining (well, sad is not desperate).
But the lore is well-written, loved the details in this game (and hidden gems of jokes), despite being centered on some kind of "escape my space prison" routine.
Thanks for the response. I will not compromise on the intro because it sets the mood and is meant to make the player go a little crazy themselves but I did add a visual indicator (in the form of a "days" counter) because it was a common belief it was bugging out which in a way "mission accomplished" but it loses nothing with the counter.
Cute art and characters! The writing was good and I enjoyed the witty conversations very much. I really liked the setting, it was a very smart move to set the game in a space pod and I like how detailed you made the environments. The graphics style was pleasing, with nice colors and the paper texture.
I always like when a game has a lot to offer with just a few rooms.
I have a critique to make, I found the pacing to be too slow - the unskippable intro, the character movements, the high amount of clicks needed just to move from one room to another. A great entry nevertheless!
There's a surprising amount to do for only two rooms. The art and animation is great. Some things take a little long when you have to repeatedly do them. All in all a great entry!
Very neat and polished submission. The UI is nice and so are the backgrounds, even for just one room to look at, I can't say I stopped appreciating the details. The music is all quite suited to the moments but I do feel the "dialog" noises are a tad loud compared to the rest of the music and sounds.
Intro cinematic seems to take a little too long, but it is very well done. At times it felt like it was increasing in speed and then felt like it'd slow down again. It did however do a great job at establishing the lonely hopeless feelings you were going for.
Some nice humor in the existential dialog. Also I couldn't help but laugh at the silly word puns like cantenna or Hops Johnkins. The food requests, or rather, denials were all quite humourous too.
The wiki is a good source to have but also can feel a little tedious to get through and continually reference. Also the titles of each individual page seem to get a little too close to the body text of the subject.
One tiny lil bug I noticed, investigating the material printer seems to say some form of the same dialogs twice, almost like you had two drafts of similar things that both made it into the UI.
As some others have said, the repeated animations do seem to take a bit long for as much as we're required to watch them. I get Boddington doesn't have much reason to feel rushed but it started to feel like a drain after watching the same ones so many times. It does seem a little beyond my logical reasoning to figure all these puzzles out too, so a walkthrough would be welcome. Although I didn't have the perseverance or the smarts to see it all the way through, this is super impressive for the jam and feels thoroughly polished.
I was glad Emmy turned the shower off for me lol OK so made it through after using the walkthrough, no way I would have within the time frame of the jam without it haha even though the puzzles are all somewhat logical. I feel like it was the multiple modes of the goober that had me most confused. I'm glad Boddy will get to see the new season of Blueberry, with his buddy. I didn't expect the ending to be as emotional as it was but it got me good, I was legitimately concerned for a moment. Very well written and I'm glad I came back and saw it through to the end :)
I really liked this one. The ambience and the sheer amount of content just from one room is impressive. Also liked the choice of music and art style.
The puzzles were great and I didn't get stuck anywhere except in the beginning when I had trouble collecting those canisters (I tried to click on them and when that didn't work, gave up like an idiot. It was only later that I realized I had to use the material synthesizer itself to get them.) The in-game hint system was very helpful, I used it a couple of times to make sure I was on the right track. But overall I had fun figuring everything out.
The only thing that I'd suggest is to increase the speed of some of the animations like when you sit at the computer or open the air lock because you have to do that multiple times and it makes you feel a bit impatient. Also, having to click multiple times when doing anything with items from the inventory was a bit tiring. But I'm nit-picking here. This is a fantastic game and I enjoyed it a lot!
very well made with a captivating story.
I really liked your art style, it fit very well!
very well made with a captivating story.
I really liked your art style, it fit very well!
I'm very impressed with the UX polish. Your buttons look great, there's a custom cursor, you've got save/load implemented, there's even a macro to toggle fullscreen! Excellent stuff, it feels like I'm playing a full release!
The animation is great. I really enjoy the on-fours style you've got going on. And the room's design is really interesting, I liked it a lot!
The story is interesting, and while it gets a bit too science for me, I do appreciate your very Star Trek premise. "A virus that turns your molecules into photons" sounds like something right out of a TNG episode. I can just imagine some poor crewmember suddenly flashing out of existence in a shine of light, particles scattering off until they, too, fade away.
Sadly I couldn't get through even one of the puzzles, by the time I'd found the goober I was half an hour in. I guess I don't have the smarts for these puzzles like I used to. I won't dock you points on it, not giving myself enough time to figure this stuff out is on me, I'm just being honest with you. And if it's any consolation, I consider it a good time if I have to dedicate that much time to a puzzle. I was engaged the whole while. :)
Overall, a neat l'il game, very traditional P&C but with a unique and eye-catching style. I like it!
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I'd appreciate it if you could find the time to check out my own entry, The Chronicles of Mega-Mart! There are no space bunnies, but there ARE some menacing lobsters! :)
This game is impressively well made with a good story. I found the puzzles quite challenging, but they did make sense. One thing I noticed is a bit of a bug that made it more difficult for me to solve one of the puzzles: it is possible to determine the hvac's frequency without it being active. That got me stuck, because I thought activating the hvac was related to something else.
Growing up and playing adventure games, the solutions in a lot of games required a bit of thought. A lot of adventures now have much more straightforward puzzles and you're handed constant clues. Adrift really captures that spirit of adventure I felt as a kid, where objectives are outlined but attaining them gives you a glorious "a-ha!" dopamine buzz.
The narrative and characterization is dense and on point, with blunt sarcasm peppering some really detailed world building. I really cared about what was going to happen to the characters in the end, which is a feat for such a short game. Great job!
I am so impressed with this game. I can't believe it doesn't have more reviews and ratings already. The game is so atmospheric and I care about this character, Bodington and their robot companion more than I've cared about a jam game's characters ever. The game is really a headscratcher and there's a lot read and learn in the wiki. I still haven't fixed any of the spaceship's problems. I'm working on the antenna first. The intro was really cool, and the world building is so cool. I really feel like I am there in this spaceship adrift with this little bunny person. I like how it's uncertain whether we'll make it out or not and it feels like the character wants to try but is struggling with some level of apathy about the situation as well. My only feedback is maybe I would make some of the things a little faster. Like the intro was super cool, but it was so long I thought maybe the game stuck on like a loop, so maybe make the scenes get shorter to show how time is passing quickly and everyday is the same for Boddington. And then in the actual gameplay it takes awhile to do things because Bodington moves slowly and some of the animations are so slow, but that one could just be a stylistic choice that increases the atmosphere of the game.
The art, the music, the writing; everything is really good. Feels really cohesive and is just awesome.
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