A big thanks to everyone who has played our game! We are really grateful for all of the positive reactions. Our team consisted of four friends that know each other from architecture school , one of which has experience in making games. We went into this without any expectations and we are surprised we ended up in the top 100 overall! We had a blast making this game and we hope you had fun trying it out!
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U-Night Fury's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #99 | 4.092 | 4.092 |
Fun | #132 | 3.976 | 3.976 |
Presentation | #142 | 4.319 | 4.319 |
Originality | #301 | 3.982 | 3.982 |
Ranked from 166 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 two controlled ships can merge together into a faster form, in order to get all collectibles you have to split and combine at the right time.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
The gameplay's super fun, the vaporwave asthetic is beautiful, and it's all solid!
Kudos!
Really great game! I loved the main game mechanic first and foremest and the graphics and whole theme of the game was really cool! I didn't get to play much of it though since it was very laggy on the browser but I get enough impressions from the stream ;)
Amazing visuals and good mechanics. Had a lot of fun playing this game. Very polished, nothing to criticise here. Could definitely be released as a full game after adding more levels.
Super presentation! Gives me audiosurf vibes, but the joining together mechanic makes it more interesting. Amazing job guys :)
This is one of my favourites of the jam. you done really well, great visuals nice idea and good execution on it with the level design!
Honestly, visually one of the better games i have played during this jam. made me want more levels. lol can't wait for a story mode. wow, such a simple idea but you really built on the theme of the jam.
Oh god, I can't tell you how much I love the visuals in this game. This is fantastic! The game experience is tight and exciting. Had a lot of fun playing it. Overall, this is a well-polished game.
But I do have to point out that the control is a little strange. While we use left click to split the drone and the speeder, the combination is done by mouse moving. However, my instinct is that these two operations should be done in the same way, because it's more like mode-switching. This also makes combination much slower than splitting and I believe this breaks the rhythm of the game a little bit. (But maybe this is just my own preference)
Anyway, I enjoyed this great game a lot. Satisfying presentations and really nice game concepts. NICE WORK!
Really original take on the zero-G racing genre. Love how splitting and joining of the vehicles adds layers of gameplay and invites to some really clever level design. Great job!
This was so fun, there was a couple spots that were extremely tough for me to collect the rings, but overall a really great game. I would love to see this developed further.
Really cool take on the retro racer game.
Things that I really liked:
- The presentation of the game is phenomenal. Everything is on brand with that "vaporwave"/90's retro low poly look. And it works really well for the game.
- The control scheme is great. We (the gamers lol), have been conditioned through years of playing games to build a fluidity in using the WASD keys and the mouse together. This game leverages that precognition allowing you to easily build an understanding of the control scheme.
- The game slows down the speed of the two crafts when apart, and speeds up, when combined. This is great for 2 reasons. One, its harder to control two moving vehicles at the same time, than it is controlling only one. At the same time, it makes sense in-world. When the two crafts join together, they use their "added" propulsion together, thus making the green craft faster (Also, really cool that a blue and yellow vehicle combine together to make a green one).
Things that could use some tweaking:
- The combination of the two crafts should be almost instant. A game should never feel like it is the reason that the player failed to do something. Failure should always feel like its a product of a decision the player made. When the player makes the decision to "combine" and still dies, it feels like the game is cheating them out of their decision. When the game requires the player to make split second decisions, and then doesnt act on those decisions immediately itself; to the player, it feels like they made the right choice, but the game decided to act too slowly to resolve their choice.
- MORE BLOOM. I love the look of the game so much, that I want more of it. Everything should be bloomy to an extent. The ships should have glowing strips. The rings should be pretty much all light (yellow is pretty good, but blue and green need MORE).
- Some more post processing? Things like scan lines?
- A little more "juice" when collecting rings? This could even be achieved by just putting in a looooot more rings. Because it "feels good" to collect a lot of things!
Loved playing this, super chill, fun concept and very polished! Great job!
Great work. Absolutely loved the visuals. Getting in a flow of splitting and combining was a lot of fun!
It feels sooo smooth and fun to play! Great job !!
( also had the feeling that it could make a great rhythm game lol
Nice art, gameplay, game idea and everything. I liked the forgiving restart and checkpoint. Really fun game
I'm a sucker for a good synthwave/vaporwave aesthetic, and this game does it well!
The connect/disconnect was definitely a unique interpretation in this game. And like I already did tell Sleeper_, the transformation does last a little too long for some of the connections to work probably and it felt like it was not my fault for the crash. It's always best to keep animations snappy and functional and not let it overtake the action, as tempting as it is for us animators! Games like these definitely need a lot of direct control after all.
Other then that, it was a really unique and interesting game to play. Took me a few to get grips with it. Great work, and my gosh does it feel polished for 2 days!
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