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Only One Burn - Jam Edition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #129 | 4.500 | 4.500 |
Overall | #355 | 3.944 | 3.944 |
Design | #545 | 3.583 | 3.583 |
Originality | #631 | 3.750 | 3.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is insanely well polished for a jam. Cool concept, and a good execution. But I didn't find it fun. Most of the gameplay is just trial and error. And the shuttle can just bounce off ever so slightly off the landing pad, agh! Maybe it just didn't click with me. The only suggestion I can think of is having a restart button: if it's clear it's gonna fail don't make me wait for the crash.
Hey, thanks for the feedback! We did actually include a button to restart instantly. We just didn't get around to reflecting that in the documentation before we submitted. It's the "P" key.
As a disclaimer, I know the folks at Leyline Studios and follow their mainline work. This being said, I saw them sharing that they'd submitted a game to the GMTK Jam, and played it on my own volition!
I feel that Only One Burn is an excellent example of what a jam game can live to be: a representation of how far the devs can take an idea. If one mechanic can be fully polished and exhausted, it can be assumed that the devs can do so to a number of other mechanisms and concepts!
In no particular order, I want to note some things that made this game special to me:
- Although this game takes the shape of a lunar lander, I ended up playing it nothing like the inspiration. I had the most fun playing aggressively and creatively, particularly when I adjusted to using the side jets to tweak the vehicle's velocity!
- Iterative levels act as scaffolding for player skill: since it can be difficult to get accustomed to how long and forceful the fuel burn is, using similar level setups with additive twists leads to a comfortable learning curve! Perhaps this is contentious, but for a game jam, I think this was a great choice!
- The distinction of a "Success!... kinda..." motivated me to land more safely in future levels, but didn't feel condescending for completing the level in a rough-and-tumble way!
- The combination of immediate vehicle velocity in some level startups and the hysterically abrupt explosion sound effect on failures makes quick restarts way more satisfying than I'd expect.
Again, having known the developers, I think this is a great introduction to what the Leyline Studios partnership's does best: juicing gameplay and quirky gameplay concepts. Experiencing how unique this game feels gives me great hope for whatever's next in the pipeline!
Thanks!!! Yeah we started play-testing it pretty early and realized it was a lot more fun with a quick restart. We pretty much laughed through the entire development process.
Really high degree of polish on the game design, UI, and camera work. This reminds me of an arcade- / puzzle-version of doing suicide burns in Kerbal Space Program.
Thanks! Yeah we definitely had some laughs play-testing it. That kind of drove the arcade-y feel.
That was refreshingly good. I really like the idea of a single burn to land your ship. I think the game is a bit difficult and most of the time is seems that the best option is to burn early with a very shallow angle so you don't go bouncing off the pad. The game looks really nice though
Thanks! Yeah, with more time, we would definitely go into tuning the physics/forces/friction. But we got the overall concept down and were able to pump some fun into it before the deadline.
If we mess with it after this, tuning would be priority number one.
Yeah I feel that. We also went for a physics based game and man can it take some time to tune all the variables to get a good game feel