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Moon Voyage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #34 | 4.105 | 4.105 |
Fun | #40 | 3.895 | 3.895 |
Presentation (graphics, audio) | #61 | 4.211 | 4.211 |
Originality | #121 | 3.684 | 3.684 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
In the game you change modes depending on the trinkets that you pick up. One lets you dash, the other lets you fly and the third lets you use a grappling hook. Depending on your current mode the music changes.
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Comments
Love the usage of the 2 movement styles. All of the design is great too.
So much love and care went into this game I feel. It was cute and yet challenging. The sounds the little glob made were adorable. Nicely done! All 5
Everything looks so lovingly made. The illustrations and sound are all so charming. Nice variety of platforming mechanics. I had fun flinging myself like Spiderman! Spidermoon?
The idea of the one star orbiting around the moon is cute but definitely feels awkward in practice. I was really hoping this would support a controller, I think having the star cursor bound to the right joystick with a shoulder button as the jump/action would feel quite nice.
There was a pretty big difficulty spike at the end. I almost gave up on the “weaving through the minefield” area, having a checkpoint in the middle or another powerup refill before the descending part would have gone a long way in making that part more playable. I also thought I was supposed to continue going up and left after getting the red skein of yarn, maybe put some spikes up there and have a star pickup guiding the player to the right?
Overall a very elegantly-executed platformer!
Thanks a lot for the great feedback!
I’ll definitely take your suggestions into consideration and make them happen. I do agree that the last part of the last level can be difficult and confusing, I’ll try to guide the player a bit more!
The left part on the last level is the way to go if you want to achieve a 0 star run so I’ll have to see how to do changes there…
Also I tried to develop with a controller, but my own didn’t work, so I just stuck with mouse and keyboard. Since I’m working with Unity it shouldn’t be that big of a deal to add the controller tho.
Anyway thanks again for playing and feedbacking!
Very cute game! I love the art, the blobby animations, and the sound, makes me wanna squish it!
Amazing presentation! 10/10. The attention you gave to the details are very impressive, the game really feels as it was designed with passion. This could definitely be made into a stand-alone title!
I love this game. The animations are incredible, it's (for me, at least) surprisingly deep, and the SFX and music is absolutely astonishing. The mode implementation is very good, very smooth and stuff. Myself, I always look at the settings and menus, it's a habit now. I really got surprised, as dumb as it may sound, the quality of those. Also, it has "Voyage" on its title and I got atracted to it.
Thank you very much, fellow Voyager! I Hope you have some happy holidays :)
I had a great time playing. The art is very cute, and I really liked the sounds! The mode changes felt very smooth, and the fact that the sounds match the mode switch is much appreciated. The handmade look gives the game a very authentic feel. I truly think you've done a fantastic job! :)
Aww thanks a lot for the kind words!
Cool stuff! Liked the changes to the music based on the modes. Swinging around as red very very satisfying! I struggled a bit with the directional indicator without being able to see my cursor; I think having a crosshair might help a lot, especially in red mode. Having a toggle for the option might be the best of both worlds. Really liked a lot of the level design, I was definitely challenged at certain points! The sounds effects were also very endearing. Great work!
Another game with hand-drawn art style ;) I thought it was really cute, I like the dango looking slime ball you play. The modes were a ton of fun and the platforming was at a good challenging level, with varied designs utilizing each mode. The music change is also a nice touch.
I think my biggest gripe is the aim indicator, having it on mouse is OK but the fact that you can't see the cursor makes things harder. I think most people are used to a crosshair or something on the cursor, or even just letting you see the indicator in all modes would help. Going from yellow to green/red while midair means I usually have to flick to where I need to aim. Other than that this is a well-made game, nice job!
Thanks for playing and for the feedback!
I’ll have to revise the aiming thing because that is the biggest gripe people had with the game. I had some issues with using a crosshairs (with my trackpad, mind you), so I decided to make it more comfortable for myself. It seems that was was a pretty unpopular idea, which is why I’ll add a „crosshair-mode“ as the default and my wonky aiming mode as an option for the deranged ;)
Love the overall presentation with the drawn/painted art-style and the cute blob. I liked the music change when the mode changes. I think i need a mouse to play this... I played with a trackpad, got pretty far. The aiming felt slightly wonky but i feel like it would work decently well with a controller. I feel like the difficulty is not bad, although there might be a slight clash between the cutesy aesthetic and the difficulty, I think you mentioned something about adding a normal/story mode to just chill the game. That would be a neat addition.
Great job otherwise!
Thanks for playing, I am happy you enjoyed it!
this was a lot of fun! i was incredibly drawn to the art style first, it’s so cute and soft, and all of the assets work especially well with one another. one small thing i loved was the texture on the player character, it felt like i was playing as a miniature, squishier moon myself! the gameplay was also very nice, everything in the game provided a really good amount of challenge while also not being too difficult. one nitpick i do have is that the physics on the grappling hook are a little janky, but that’s not too big of a deal. i also really enjoyed the optional challenges that some of the stars provided, they worked really well to test how well i was able to use the game’s abilities. very nice game, well done!
Excellent game! The art style and sounds are great and the movement is fun. I found the last few levels to be REALLY challenging. I almost gave up but made it to the end. Each mode having its own music is a nice touch. My main criticism would be the cursor, I think the game would play better if the cursor were detached from the character so it would be easier to aim.
Thanks for your kind feedback, I am glad you rose to the challenge and beat it!
I will definitely add different ways of aiming when I continue working on this since that is the main feedback that I got from most hahaha
I LOVE the art style here, words can't even begin to describe it! I found the mouse aim to at times be a little frustrating, but other than that the movement was pretty solid! Loved the audio design here as well, it all felt like it belonged together. Great work!
Thanks for the positive feedback. If you don’t mind giving some more feedback: How exactly did the mouse aim feel frustrating?
The idea behind it was to make a controller-like aiming system, because aiming towards the cursor felt bad in fast paced game play. Was it initially maybe to slow or too fast? Please tell me how you feel about it!
Generally in games where there is a directional aim on a 2D space, it aims to wherever the cursor lives on the screen. Because that's how I'm used to directional aiming, it was often times confusing when I would slightly move my mouse to the right and then it would change direction to the right. Hopefully that makes sense!
This is a fun and cute game. I liked the timer in the top right, I made it to 13min in before I had one too many spike deaths and had to take a break. The hand painted art style reminds me of the Yoshi games including Yoshi's Crafted World, and the cute sound effects and music reminded me of the game ilomilo, which was nostalgic for me.
My favorite powerup mode was the feather mode, because that was the easiest one to survive in. Since you asked for constructive feedback my constructive feedback would be to perhaps add a few more rest areas/safe areas that players can hit during long stretches of hard spike-dodging. On the one hand I can tell it's supposed to be a skill-based platformer, but on the other hand I just wanted to enjoy the cute vibes and story more than see the poor guy die over and over when I failed the hard jumps. Great game and very adorable!
Thank you very much for the extensive feedback!
During play testing I realized that some parts were pretty tough and mayyyyybe also a bit frustrating. I’m thinking of adding a „normal mode“ where (as you said) there are more parts to chill and enjoy the cute vibes instead of sweating behind the computer haha.
Adorable art style. The movement felt pretty fluid. It was a bit annoying how trying to aim wasn't always pointing at my mouse.
Thanks for the feedback!
Usually you aren’t supposed to see the mouse, because the aiming is not based on the mouse position, since it resulted in clunky gameplay. Can you tell me if you saw your mouse the entire time or you did something to see it?
For anyone visiting here: Constructive criticism is wanted here, so if there's parts of the game which ended up falling flat or ended up really good do please let me know!
Hey really good game! Hope people discover this more. Got up the the stage were the camera zooms out but it was too hard.
Thanks for the kind words! The last level can be pretty tough, but I am happy you still enjoyed it :)