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A jam submission

Cosmic EncounterView game page

A Meaty Journey of Cosmic Proportions!
Submitted by Captain Coder (@TheCaptainCoder), Selgeron, Usagino — 9 hours, 6 minutes before the deadline
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Cosmic Encounter's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#173.6463.646

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The main enemy in this game is a Cosmic Horror named Eye Key Uh. The characters are also traversing a Cosmic Furniture store.

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Comments

Viewing comments 42 to 23 of 42 · Next page · Last page
Submitted

A very good entry, as we can expect from the Captain. Watched you develop parts of it. I liked that you wanted to include all of the usual DC tropes, but man was the spinner section with the disgruntled employees annoying for me, ahaha. Loved the combat, the witty dialogue and namings. Combat could stand to be improved post jam with some mouse support so you don't have to confirm so many times. It could help eliminate some clicks. And it would be cool to have a better visual representation of "event" tiles where something happens upon entering.

A very solid and enjoyable game!

Submitted

Nice art, music and sound effects.  Really get that retro vibe from it.

Good, amusing dialogue and story.  Very weird and wonderful.

The combat UI seemed a little complex.  To attack, I have to press space 4 times.  I couldn't move and then attack, unlike the enemies, some of which can move long distances.  I have to select attack, then exert, and then move from there to move and attack.  When I run out of energy, I can't do that any more.  

The combat AI was good.

When I equipped a weapon, the character's attack points stay at 0.  

Maybe indicate on the doors when you've completed their room challenges.

Overall, a very enjoyable game, if a little bit slow and grindy for a dungeon crawler.

Submitted

I enjoy Tactics games so the battle system is cool. (Though maybe not so dungeon-crawly in spirit…?)

I especially like the spending of energy to get an extra move or increase damage, but that could flow better, as someone else said… there’s not really any need to pre-commit, but once you take a normal move action, you could only be able to attack once.

It (currently) doesn’t require much thinking, thus feels slow relative to how much thinking you do. This could be a great starting place for a longer game though, with magic / zoning skills, ranged attacks, reactions… all the typical tactics combat stuff.

I also found it kinda frustrating with the rotation effect and the random battle failures in the green zone. But thanks for the accessibility/difficulty/panic settings, even if I did abuse the panic button just to get out of some pointless random encounters. You even put in a combat tutorial, which is impressive, speaking as someone who couldn’t be bothered to put even single lines of tutorial text about controls in their own game… thumbs up.

Submitted

Brilliant game! Really enjoyed the music and art style. I'm a bit of fan of tactical turn based games, so really enjoyed the combat as well! Also liked the meta-ness of the characters, and the humour also. An accurate depiction of my average trip to Swedish furniture stores lol! Great job!

Submitted

Hey,

nice game you made there. The movement was nice and snappy. I liked that you could setup your controls. The music is also very neat - liked the credits. Sound and art is fitting. But it broke the immersion very much that the interaction points were only different ground tiles. And now the combat. I see you put probably the most effort in the combat and its well fleshed out. Also adding this tutorial was great. But to me the combat itself was way to bland with no real strategic choices. Especially in the end it was just a really boring click grind to get the fights done. But setting up a grid and round based strategic combat in the course of this short jam is still a cool feat. The game itself is also well polished.

Thanks for the entry!

Submitted

This took me just under an hour to complete I think, but I'm glad I did if not just for the dungeon crawler anthem credits music.  The RPG tactics combat system was great and the weapon names where very unique (Graph Paper, etc haha).  I got a bit confused with the puzzle room that drops the blue key but figured it out in the end and it gave my characters time to lvl up.  I think some ranged skills would of been good to unlock but it was a decent project for for a week long jam.  Great stuff, had a blast playing it!

Developer(+1)

Thanks for playing and thanks for the feedback! We greatly appreciate it.

For this project, my ambition as a programmer for the combat system far exceeded my ability to implement a functional interface :P I had lots of plans for ranged and magic weapons that, in the end, did not make the cut. Perhaps some day I will expand the combat :D

Glad you enjoyed it! Hope to see you again in the next DC Jam ;)

Submitted

Really cool game, I had a loads of fun completing it. Movement is great, a lot of nice mechanics, like spinners, secret walls, keys etc. Combat was really interesting, even though it was on a separate screen, it had a lot of potential depth to it.

Going through all menus was tedious, this, I hope, can be made more intuitive, especially in regards of action choice and movement. You probably can make selection of actions automatic with some additional key usage. For example if player select a tile to move, or creature to attack which is away from them, then you’ll need to spend one AP for movement, while allowing player to use exert feature by holding some key in this situation.

Great entry, will defeat meatballs and angry furniture again!

Submitted

Really fun game. The movement feels good, and it seems like the combat could get really interesting! Enjoyed my time with it.

Submitted

Nice!

I got lost in the combat a little bit the first time around, which was probably a me issue, but I could have used a little more guidance at the start. Once I got things working, though, it was decent. I couldn't make it all the way through, but I appreciated the humor and thought put into the narrative as well. :)

Submitted

That was awesome! The art was nice, UI was easy to pickup, the sound effects were good, combat was surprisingly in-depth as the game went on which was cool. And just generally the humour and writing of the game reminds me of old LucasArts titles which is great!

I did have some issues, though they were largely overshadowed by how good the game is.

Most notable was my confusion in finding in the blue key in the showroom. Unless I'm missing something, I fought every battle in that room 3-4 times before the key finally dropped. On the plus side though, all my getting lost allowed me to level up my squad so much the final boss fight didn't get any of my characters to even half health (at least on easy difficulty).

While I found the combat interesting, a part of me wishes it was done in first-person like the rest of the dungeon. Maybe something like Hired Guns but you just switch between characters on one camera. Mind you I can also see that being a very tough feature to implement lol.

Oh also another small thing I ran into, I muted the music after finding it a bit tiresome after 20-30 minutes. But when I got to the credits I tried to turn the music volume back up, but the credits UI is above the options menu UI.

Overall though, this was great!

Developer(+1)

Thanks for playing! I’m glad you enjoyed it.

There is a message that shows up when you leave the show room / die that says that you can hear the meatballs regenerating. When you re-enter, there is another message that says, “It looks like the meatballs regenerated. I guess we’ll need to beat them all in one go!”

The goal was to make it so you would be strong enough for the final fight. But, it ended up making the last room quite confusing. In hindsight, I wish I had just made the final fight easier and not allowed the meatballs to regenerate.

We really appreciate the feedback! :D

Submitted

I did notice the message about the meatballs regenerating, but I thought that was just flavour text, since the enemy spawns remained constant in the previous areas. And I think I must've just entirely missed that second message.

I guess that makes sense to bulk the player up a bit, but yeah hindsight is 20/20.

I'm happy to provide whatever feedback I can!

Submitted

Music is nice and brings a lot to the game feeling but it gets a bit repetitive after a while.

Graphics looks nice and uses a good color palette.

Nice to have some options in the settings to change the speed and difficulty. It does take a lot of time to complete the combat screen though. Counted like 50+ space confirmations to kill 3 enemies. Think this could be sped up a bit by removing some of the confirmations.

The employees in the dungeon are invisible to me and when moving my direction is being changed without turning which is a bit disorienting and annoying. Not sure if they are supposed to be visible or if it is a bug.

For a dungeon crawler I find that this games dungeon plays no essential part of the gameplay, it is mostly a place to place this 2D tile-based combat game which is the actual game. More movement and time is spent in this combat game and it is therefor certainly in the grey zone of the jams first rule. Even so the 2D combat game works well apart from it being so slow. Speeding up the combat in the settings does little to improve this.

Credits screen feels really good and professional. Always fun with fan art.

Submitted

A very aesthetically nice dungeon-crawling overworld for a number of well-balanced tactical combat encounters, tied together with a fun story. Everything felt quite good - about the only QoL change I might suggest would be to make the tactical menu 'sticky' & 'smart' - i.e. start at the first action you can actually take and remember the selected item so you can just spam through multiple attacks. All the pixel art was fun, and the audio was nice too.

Having half your party be the other half reflected through a mirror was a fun idea, and the weapon names were all quite amusing as well.

I don't do commentary, but you can watch my playthrough here:

Submitted (1 edit)

Great game, really enjoyed it!  Combat was fun and interesting.  I played on "normal" and during the final boss I got down to just 1 character, who had 6 movement so could alternate move/attack/move/rest without taking hits, spending all of his energy to do a "9-18" damage which seemed to do 9/10 (minus armor equals 0) 9 times out of 10 (hah!).  Finally whittled him down though and won.

Lots of feedback (which means I enjoyed it):

I don't see why I have to choose my two actions before choosing my two actions, seems like I could just make those choices in the same menu as the other actions, only slight weirdness is you'd need a "1 ap -> 5 movement" action that's different than the "move" action, I guess?  Would be nice not having to choose "attack" from the first menu twice, and then "attack" from the second menu twice.  Also slightly nice to be able to attack and then choose whether to attack again or move, but I understand that might have been intentional.  Alternatively, if _everyone_ chose their actions (enemies included), and then we all did them, that might be interesting...

Music is really nice.

Colored keys and walls worked well, I was basically never confused as to where I should be exploring or where I should go.  The secret door was "obvious" no idea why people need a hint for that! (Just kidding, I totally understand)

Really like the "exert" mechanic, gives interesting choices.

I wish there was a way to inspect the enemy when not immediately adjacent to them.

Moving diagonal seemed to limit the amount of interesting positional decisions (could always just walk around anyone, and same for the enemies), seems like maybe the combat would have been slightly more interesting if you couldn't move diagonal as cheaply (just allow cardinal movement directions).

(edit: also, yay! for a web build that worked flawlessly)

Submitted (1 edit)

That was a blast!
The combat was fun and tactical.  Nice visuals and music.
And the premise is very fun.  (Not sure if the furniture and meat-balls is an in-joke.)

Only issue was the encounter rate in the Employee section was a bit high.  It took me a while to figure out exactly what the deal with the spinning was.  And yeah, I had to use the hint for the door.

Playthrough: Cosmic Encounter Pt1 by Captain Coder, Selgeron & Usagino

Developer

Thanks for playing, it is greatly appreciated!

I wish I had made it more obvious that you could get out of combat 90% of the time by apologizing to the employees in that area, I should have made it the default option.

Submitted

Solid game! Loved the humor, pretty fun story :D I played it on the hardest combat difficulty, but I sadly didn't make it to the end. I found the combat to be tedious and cumbersome, having to use many button presses to do simple actions, and there's a lot of random and unavoidable combat without much threat so it felt like a waste of time to fight. Setting it to the fastest option didn't help much with this as most of the time is spent menuing forever just to do two attacks and an exertion or two. 

I did get stumped on my first encounter in the purple room, as I apparently decided to fight in the toughest of the four for my first fight... The others were much easier :D so after I upgraded my weapons on the easier squares, that fourth fight was also pretty easy. 

After fighting all four squares I couldn't find a way to progress further to get a blue key. My best guess is that I have to keep fighting the customers and meatballs until it drops? But the slow and tedious combat burned me out so I decided to call it quits.

I do love the flavor and the story in this game, there's a lot of creativity here :D honestly if the TBS combat system gets streamlined and has fixed instead of random encounters, I would enjoy it a lot more. In my opinion it's the only flaw to an otherwise very nicely done game!

Excellent game TCC :)

Submitted

The tactical combat it really well done and a welcome change from the usual combat. It took me back to when I was a little kid playing my very first crawler, Pools of Radiance. It was really well-executed, intuitive, and snappy.

Having the guided combat under “Learn combat basics” was a great idea. People don’t usually read the itch page to figure it out. As a jam game, having the combat instruction before the combat worked well, if you’re going to develop this system further, having the tutorial during the combat screen would be ideal, especially if more complexity is added.

Story-wise, I love the humor and I really enjoyed seeing a familiar cast of protagonists :D

I loved it, this is one of the most unique entries I played :)

Submitted

A very charming entry, from the graphics to the humour to the music. It all worked really well together. And then, there was solid tactical combat layered on top which was great. I missed being able to continuously move when holding down a key and I found it jarring knocking against a locked door to see a flash of what was behind it. Also, at the very beginning the purple wall section seems to go back over itself in an impossible way - unsure whether that is intentional.

Submitted

This is great fun. I have to say it seems pressing E produces surprising dialogue at times! But the dungeon "crawling" itself is great!

Cool music too. Well done!

Submitted

Really great game! The crawling part is just on point and the combat just feels natural and fairly deep, love the whole experiece and the humor of it all, I really can't say much cause this game is just perfect as it is so yeah, great stuff!

Viewing comments 42 to 23 of 42 · Next page · Last page