While it took a sec to figure out what the mechanics were it's actually pretty cool when figured out! Good concept, would like to see it done with a slightly more puzzle and less random form.
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Natural Thrust's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #679 | 3.682 | 3.682 |
Overall | #1238 | 3.333 | 3.333 |
Presentation | #1450 | 3.409 | 3.409 |
Enjoyment | #1879 | 2.909 | 2.909 |
Ranked from 22 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?
Thrust magnitude is based on die rolls.
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 created the vast majority of the music during the game jam
Comments
Congrats on finishing your game for the jam.
This is definitely a unique take on the theme! And I am very bad at it. I had one good turn in the second level and never had luck again. I think the biggest hurdle to overcome is just learning what different dice mean in terms of momentum. Some sort of range indicator or current momentum counter on the ship or somewhere might help with that, too. Overall, the UI and screen space could have been better used maybe? These tracks are small enough that they might be able to fit on a whole screen and still feel manageable.
The audio design here was a real treat. The distorted, retro voice work was excellent. And I heard a lot of it with my constant crashing lol.
You made something pretty cool here. Keep it up! Keep making games!
Thanks for submitting your game to the stream, here's the interview;
Very cool concept! Some visualization might have helped for those of us whom zero-g trajectories do not come intuitively :) In particular, I had trouble visualizing how long each command would last.
I like the visual appearance, it is a very nice starship and the background with all the stars and galaxies fits nicely. It is not so hard to steer the starship, a bit too easy I think. Maybe if the ship keeps its inertia after a launch?
I think most of the drag you see comes from collisions, if there were no walls it would take a while to slow down. originally I had it without any drag/friction, but I found it got a little hard to control for new players. I tried to strike a balance, and right now, a skilled player could get a much better time by not having any collisions, but it definetaly needs some tweaking. for V2 I'd consider adding different levels of drag/friction per course maybe. Thanks for the feedback!
I really liked the gameplay this game had, the art was simple and nice too. Good stuff overall !!
Loved the art and music! Concept is a really unique take on the jam's theme, although it took me a little while to figure out what was going on :) Great work!
Really confused me at first, how am I to steer a ship using only dice? Have tried mixing the dice on different orders trying to see different results. Until I accidentally touched the nobs :P
After that, the tracks were pretty straight forward. Was a short but fun game about direction and velocity.
Congrats on finishing the jam !
Great artwork! Really loved the look of it. Had a fun time playing with the thrust. Cheers!
This is a really neat concept! Adjusting to the knobs to fly based on die values is a neat way to incorporate the theme. I enjoyed the retro presentation as well. The only thing I would have liked to see is an indication on the ship of it's current velocity, so you can better tweak the knobs to adjust it. Otherwise, fantastic job!
Nice game!
The controls are pretty unique, the visuals and specially the parallax are awesome.
Liked a lot, but I ended up using the inversion of dice positions only on the begining; after a while, I just left them on their position and adjusted the knobs.
Keep gaming!
Cool concept and I enjoyed the visuals. I wish adjusting my thruster angles didn't feel so annoying. In the last level, it was hard to read the values of my dice with those bright orange numbers as well.
Despite the issues, I had fun. Some unique level mechanics might have kept it entertaining a bit longer. Some more mechanics to incentivize not hitting walls might also help.
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