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A jam submission

Outa SpaceView game page

Gameboy Game Jam 11 Entry
Submitted by mle_ii — 1 day, 8 hours before the deadline
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Outa Space's itch.io page

Results

CriteriaRankScore*Raw Score
Interpretation of the Secondary Theme#564.1154.115
Gameboy Soul#1733.5003.500
Gameplay#2042.8852.885
Overall#2343.0003.000
Graphics#2652.7692.769
Soundtrack/SFX#3281.7311.731

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game match the theme?
Matches all the Gameboy criteria, or as well as I could as I'm just learning Godot and pixel art. :) The game is called "Outa Space" as the game play was going to be you tried to fill your moving truck with pieces out of your house Tetris style.

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Comments

Submitted(+1)

Hello,

I really liked the use of the secondary theme and how your game incorporates Tetris-like gameplay. Thank you for explaining your game vision in the description. With polish and some music, I think you have the potential for a great Gameboy game!

-TPC

Developer

Thank you!  Definitely needs polish and especially in the sound/music department.  LOL 

I'm having someone help me with the current Jam I'm in and I'm already amazed by the music they're doing.  I feel bad that I don't even have the prototype done yet.  LOL  And my daughter is helping me with the art in my current one, so hopefully I'll get further this time.

Submitted(+1)

Congratulations on your first game jam! This is a pretty cool take on tetris and the space theme. There is something very therapeutic about moving the boxes around. I also like the aspect of having to move certain pieces out of the house before you can get others out too. It adds a little extra challenge to the game that I think helps.

Developer(+1)

Thank you!  Yeah, wanted it to have some challenge yet not be stressful, so you could do the puzzle at your own pace.

Submitted(+1)

This is a cool game. I liked how untangling the blocks from the house paired with neatly stacking them in the truck. I saw below you wanted to add a timer and a score system, but you can go without one and still have a good casual puzzle game.

Besides tile rotation and faster scrolling, I would add somekind of mini-map showing the current state of the truck/house. Otherwise the player is forced to move 2-3 screen lengths just to double check which piece they need to grab next.

That all said, my favourite part is the clicking noise when you move, which is saying alot because the rest of the game is pretty good.

Developer

Thank you!

I think maybe I could have both, I could add a casual mode that turns off the timer, or just make the timer only impact the score obtained rather than forcing the player to finish within a set time.  Set times are difficult anyway as one persons "fast" is different from another persons "fast", that and the puzzle would be more accessible to many more different players.

Mini map seems interesting though not sure I have enough pixels for one if I stay within this limits of this Jam.  I could maybe at least show a "mini map" of the truck maybe, or do as another person suggested and make more of the area visible, though I'd need to redo all of my tiles.  Not sure on this one.

As for the sound, thank you, was just messing around with making my own sounds with my mic, that particular sound is from a device you use to measure your blood oxygen (oximeter) and it's just the noise if me letting it close down quickly without my finger in it.  LOL  I really wanted to make some more Gameboy sounds, but ran out of time so needed to throw some sounds in to at least add some experience with that aspect of game making.  

Submitted(+1)

Cool idea, with some improvements it could be an engaging project. Are you planning to continue working on this?

Developer(+1)

thank you.  I am thinking of fixing or adding several of the suggestions here but will likely do another project/version so I have this one as a reference point for what I did during the days available.  

I mainly want to improve it as I don't like how broken it is.  LOL 

I will wait until after the ratings end as id like the ratings and comments to only be about what I entered here.

Submitted

Alright, thats great! I have similar plans for my game and also wait for the rating period to be over :) Cheers

Submitted(+1)

That was neat! The mechanics are competently implemented. Good work! Congratulations on the submission!

Developer(+1)

Thank you!

Submitted(+1)

Looks like you've got the basics down! Graphic design is clear, and controls work smoothly. Nice job getting your start in Godot!

Unfortunately, without the ability to rotate, a key part of the game is missing.

Developer(+1)

Thank you for the feedback.  Yeah rotation I wanted for sure, luckily you can "win" the game without it for now.  I'll definitely create another version, but keep this one as my "past" jam entry, where I make the game more to what I wanted it to be.  :)

Submitted

you tried

Developer

LOL  Thanks.

(+1)

Cool! Nice work, I would have loved some delayed auto scroll or any implementation of being able to hold a button down, but limited time, I get it! Congrats!

Developer

Thank you.  Yes, for sure, I found that button mashing a terrible input as well.  

Submitted(+1)

I definitely overthought this one, trying to figure out how to stack everything without leaving any gaps! Then I realized the truck was really REALLY long, and the boxes didn't seem able to fill all that space much less fit together in a cube... And after realizing "oh, you can leave gaps", I beat it pretty quickly. Neat little puzzle!

Developer

Thank you!

Ah, I should have made that more clear in my instructions.  If I had more time it may have been a bit more clear as I was going to make it so that you would get more points the more tightly you packed the truck.  But didn't get there, and I'd want to add rotation for that as well to make it a bit easier.  It'd get harder in other levels if I ever get to them.  LOL

Submitted(+1)

The winner scene made me smile. My son and I both liked the sloppy writing style.

Implementing the rotation button will be a good improvement.

Well done!

Developer

Thank you!

LOL  Yeah, it was a last minute addition that has me chuckling still.  Figured it was easier to get done in the limited time left than getting a real UI and text.  Might have to leave it in as an Easter egg if I create a version with what I wanted it to be.  Glad I did it that way as several folks enjoyed the silliness of it.  :D

I think I can do rotation with what I wrote, won't be as easy as it would have been if I would have just used 2D nodes rather than just using tiles, but I have been running through how to do rotation with tiles and think it's possible.

Submitted(+1)

This is a cool concept :) Very well done for your first jam, you should keep making games!!! ;)

Developer

Thank you!

Submitted(+1)

congrats on completing your first jam!

Developer

Thank you!

Submitted(+1)

Nice idea, I like it! I would actually change it so there is one static screen like in tetris and you can rotate through remaining shapes (show all of them on the side?) and just pick which one you want to start placing. The way it is now it's a bit tedious to move the screen around hunting for shapes which are still there and then you might forget how the stuff you already placed looks like - little annoying things. The core concept is fantastic though!

Developer

Thank you!  Was thinking about that as well, resizing the board a bit to see more.  Before I was thinking part of the challenge would be to also remember what was placed and what was not, but I can see making it a bit more able to see more of the pieces at once.

I think what also makes it annoying is that you have to keep pressing the keys to make things move.  Wanted to have it be held down but I didn't have any time for making game play better.

Submitted(+1)

Very nice game! Kind of slow and methodical tetris, which I like :) Also like those physical block puzzles where you have like a 5x12 tile grid or whatever and have to place all of the tetris shaped tiles perfectly in the rectangle. The one thing I might have appreciated is being able to hold the arrow key down to move a tile a long distance.

Well done!

ps Godot 4 :fistbump:

Developer

Thank you!  Yeah, I wanted to add holding it down to move.  I ran out of time.  :(  I think it should be simple enough to add though.

And thanks on the Godot 4.  Really impressed with what I can do and how quickly.  Going to see if I can port my other game that I'm working on over to it.  :)

Submitted(+1)

Really neat concept! Even tho its a prototype, I really like the idea and ended up finishing the level!

Here are some feedbacks:
- Overall, the mechanics works well. Rotation would definitely helps but the essence is there
- I wish I could see more clearly the piece border once stacked.
- I would either add a timer or remove the collision :) If I have plenty of time, removing and replacing pieces is only fun if It can make me loose! 

Drag and drop mechanics is not the easiest for a first game! Congrats

Developer(+1)

Thank you!  So you got to see my last minute realization that I didn't have an end game indicator.  LOL

Yeah, want to add rotation, though I'll need to figure out if I can do it with the tile implementation I did.  Just getting tiles to have collisions took me way too long in Godot.  Might have been better to do it a different way but I figured it out in the end.  A different way might make rotation easier, but I still might try to add it if I can.

Yes, good call, the pieces blending too much was something I realized last minute but didn't get to fix.  :(

And for sure, a timer is what I wanted to add as well.  I wanted a timer which would impact score.  So score would be based upon how tightly the pieces were packed in, the size of the pieces you got in and the time it took or a time limit.  Though that might need tweaking after I try it out.

The collisions for dragging the items was the hardest part as the Godot TileMap tile check is limited, so you only can detect one part of the entire piece in the TileMap.  Figured out a workaround by setting data on the main tile that told the game where the other parts of the pieces were.  From there I just checked if it hit a wall, hit the edge of the "map" or hit another piece.

Some additional things I wanted or want to add still are making it so you don't have to keep pressing the keys, I have an idea for how to do that just didn't get to put it in.  Also better music and sounds.  And a way to generate levels instead of having to do them by hand.