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A jam submission

Eleven ParsecsView game page

A sci-fi game about dodging an interstellar blockade on a delivery mission.
Submitted by Raptorspank (@Raptorspank), TheGreatMinky — 46 minutes, 44 seconds before the deadline
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Eleven Parsecs's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#493.5003.500
Sound/Music#493.2503.250
Art / Graphics#523.5003.500
Controls / UI#543.0003.000

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
Competed with a different project so not applicable to this game

Genre #1

Sim

Dating | Farm | Colony | City Building

Rating #2

Family Friendly

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Comments

Jam Host(+1)

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

When I first started this up and saw the same screen issue as raghunandan, I opted to download the game to try it out. It seems doing that led me to avoid some potential other problems.

That said, this is one of the strangest games I've seen in an FQ event. Not because of the concept, but rather the funeral dirge music for traveling in space that gave this game a weird feel to me. I never quite settled into it because of it.

With that said, I still don't know what the goal of the game is. I thought it was to get to the blue object. However, I kept dying before I got there. Not only that, but it felt like avoiding the turrets is just impossible. I tried everything to not get shot and I still got hit with a hail of bullets taking out my shields. Unless when you reach the end, it still says you lost and I don't realize it. As such, it makes it hard to give feedback on the gameplay.

Developer

Thanks for playing! I'm sure we could explain the set-up a lot better. The goal is to make it to the blue planet with at least 20 cargo. The core loop is to try different combinations of cargo holds/shield generators/fuel tanks until you find a set-up and path that allows you to make it successfully. It's definitely meant to be a trial-and-error-style of game. So you aren't really meant to be able to make it without equipping at least a few ship components. So we probably need to put some sort of dialogue box/intro that explains the trial-and-error nature of the game rather than just what the ultimate end goal is. The music is probably a bit too eerie, I'll admit we didn't spend a ton of time going through music tracks so we probably could end up with something a bit more fitting for the game.

Jam Host

Oh, no no, I got that aspect. While I was playing, I was trying different combinations as I went. My issue was the fact that I was supposed to have this ability to control things but it felt like I couldn't "avoid" anything and otherwise I kept dying when I WOULD get to the blue planet.

Submitted(+1)

Neat game concept. Also nice space feel with the music. Unfortunately I had the same problem as Wandering Peak below. Tried on Firefox and Safari on Mac. I had an external mouse, but also tried removing that and using only the trackpad, but the behaviour was the same.

Tried moving the mouse around, and there is some response, but mostly the game seems to think the mouse is off to the left somewhere, and maybe little to the top. What are the controls for moving forward anyway?

Also I don't know if this is related, but when I first hit run game, it opens a new window in which the game screen occupies only the lower left part like below:



Can't interact with the game in this mode. When I click fullscreen the game does occupy the entire screen and then I can interact, but the same problem comes up (spaceship keeps rotating).
Developer

I'm glad you liked the concept and atmosphere despite the issues! The corner of the window bug is a weird one that I still can't find anyway to fix. I've played around with various forms of stretching the viewport, etc but ultimately I'm not sure if it is something with the engine and how the web build works. I made another 3D game with the same engine and built for the same platform and it doesn't have the same issue despite me following the same exact process with it too, so really hard to pin down the issue. More strange is that minimizing and maximizing the window has worked on a couple of machines to solve that problem, and a big part of why I added the fullscreen button to the web build is to fix that issue.

For moving the ship forward, either left clicking on the mouse or W/Up arrow key should work to move forward. We made the game completely playable using just a traditional mouse but there are the keyboard options too. Turning is entirely off the mouse position or the right thumbstick of a controller if you have one plugged in. Not sure why it's drifting, we haven't been able to recreate that on our end with either a windows or a mac for the web version. My guess is it's reading some sort of mouse movement that isn't happening so I'll have to look into how I can prevent that.

Submitted(+1)

Hi! Your minimalistic low-poly looks very nice. I try to play from the browser on my Mac, but the controls don’t seem to work for me. The spaceship drifts in space while the viewport keeps rotating, and nothing else happens.

Снимок экрана 2024-08-14 в 06.39.44.png

Developer

I'm glad you liked the look! That's definitely a weird issue, were you using a mouse or a touchpad? Do you have any sort of controller plugged in? 

We've had it run on Mac using firefox or a chrome-based browser without issues but I'll have to see if I can find anything on our end that could be causing that for some machines. It sounds like it's reading some sort of input that it shouldn't be, I'll have to see what I can find.

Submitted (1 edit) (+1)

I had two mice connected, actually. But I was only trying to do something with one of them. I tried to click and drag, but It didn’t help to change the course. I can try it with the controller tomorrow if it might help.

Developer

Interesting, it may be reading inputs from both mice then. At least that's my best guess. The turning is based off mouse movement so it might be reading both mice locations and spinning because of that. I'll have to see if there is a way I can account for that on the game's side.

Submitted(+1)

It's a good space game, I know it also participates in the Kenney Jam but I recommend changing some graphics because some are pixel art and others are vectors.

Developer(+1)

Thanks for playing! Definitely not married to the graphics. The kenney jam is fun for encouraging thinking outside the box but definitely a big to-do on the list for replacing the visuals if we end up taking the idea farther. I'm glad to hear the core gameplay came across well though! :D

Submitted(+1)

This was charming and short! I found it very difficult, but the strategy I ended up employing was just bringing a whole lot of cargo and one extra fuel tank so I could make the journey. Ended up pulling through with 26 cargo left!

I think without any fuel tanks at all, it's impossible to win. I tried making a beeline but it just wasn't happening. Shields are also hard to justify in exchange for more cargo, since the shields going down could leave your cargo vulnerable anyway. I'm also not sure if there is any way to maneuver around the turret fire; I thought maybe I could weave past missiles, but they seem to hone in on you which really means defence is the only strategy there.

I found the music pretty haunting in a good way, and the atmosphere was solid even with the primitive graphics. It was an overall cool look! Cute little title!

Developer(+1)

Thanks for playing! I'm glad the atmosphere came across well. The original build was restricted in the art assets we could use so we tried our best to make it work within those constraints. I'm glad it paid off.

Definitely had a lot of back and forth about how easy/hard to make it. We wanted to ensure that you couldn't just slap one cargo hold and fly straight to the destination to win. We might have made the base fuel time a bit low, as I'm pretty sure all of our successful runs included at least one fuel tank but maybe forcing players to experiment a little bit is better. We'll have to play around with it more. 

Same with the shield generators too, we actually buffed them quite a bit because we found there was little to no reason to take them in the original build. That's part of the reason we changed it so that adding extra cargo holds adds less cargo than the first one does. I did a run with just one cargo, three shield generators and a fuel tank and it worked but it might still be easier to do the same number of cargo holds instead of shield generators. I'll have to give that a try.

We'll have to come up with a way to better maneuver around turret fire. Right now pretty much the only thing you can do to avoid missiles is put an asteroid between you and it, but the projectile speed is a little too fast to reliably do anything like that. Thanks for all the detailed feedback on that! Really helps give us an idea of where we need to put the most effort to get it into a better spot.