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A jam submission

OxyHangerView game page

You are an astrounaut that has been left hanging by their oxygen pipe.
Submitted by MagicalCat, Qazel — 23 minutes, 40 seconds before the deadline
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OxyHanger's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#17482.9502.950
Originality#18923.2003.200
Overall#19543.0333.033
Presentation#21222.9502.950

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The astronaut is connected to the space station

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted

loved the music. nice concept.

Submitted

A very fun concept! My poor little astronaut had a hard time. Loved the music!

Submitted

Not bad at all! The way the way the physics worked left me feeling a little bit at their mercy, though. I found myself unable to mitigate the effects of a swing more than once, with me usually trying to move out of the way, even by small amounts, just kind of making it worse on the back swing.

Physics aren't my strong suit (just ask the comments section of my own submission XD) so I'm not 100% sure how I'd fix this. Perhaps by slowing the astronaut movement down? Giving him a little jetpack that you can use to do microadjustments, in addition to controlling the space station? Something worth iterating on, at least. 

I did enjoy it though, and largely didn't miss the sound effects or space station to obstacle interaction, for my part. Those are little things that get left out due to this being a jam, rather than actual design problems. 

Submitted

Nice! At first it seemed impossible, but once I realized that the trick was to keep motion to a minimum for as long as possible, I enjoyed it. Once you start swinging around the end is near but it's still fun to get one or two lucky near misses in before dying. My record was 28 seconds.

Submitted

THE GOOD (what i liked, and what stood out for me):

I liked the concept, and as far as I am aware, it is very unique! The rag-doll physics are spot on, and the music's pretty groovy. I also liked the inclusion of satellites in the level and precision required in the game, which makes it very rewarding

THE BAD (what i disliked, the bugs, and other problems):

Unfortunately, the game lacked sound effects and was quite clunky. For example when the ship hits an asteroid it just disappears, no particles or animation, just poof. The game, in my opinion, would have been better suited for last year's theme "out of control" with minor tweaking, since moving the ship by the smallest amount can create a vast array of pendulum motion that makes the spaceman pretty much impossible to control after wards, it makes the player want to move very little.

THE HARSH (stuff that would just make the game better, usually just personal opinion, don't take it too heavily :D ):

The spaceman was too small, and the game could do with a few more unique obstacles, and perhaps some parallax background art? 

OVERALL: A well made, unique, game. A solid 4,5,3 from me!

Developer

First of all thanks for your extensive feedback. We knew people were going to comment on some of the more glaring issues like the spaceship just deleting the obstacles and the lack of sound effects. We thought about adding those but in the end we really didn't have time. We ran out of time because we originally hadn't planned to make a game like this and we spent the first almost 40 hours of the jam developing something else that didn't work out. We then just took the assets and developed OxyHanger. We really thought that the idea of attaching a character to something and making them swing would be overdone but we're pleasantly surprised to know that you thought our idea was original.

We also didn't have any time to playtest as we only left the last hour of the jam to playtest but all of our remaining time was spent fixing the most glaring bugs and making builds(which took forever thanks unity!). Some of our friends playtested the game and it reminded them of those little browser games you'd play in the school computer lab. We also thought we would have time for a lot more level building but as it turns out bug fixing takes quite a lot of time.  Overall we're pleased with the result given the timeframe and we're delighted that you liked it too we wish we'd had the time to add all of your suggestions.

Vitun jees