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Space Binman's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #28 | 3.200 | 4.333 |
Audio | #39 | 2.585 | 3.500 |
Fun | #44 | 2.339 | 3.167 |
Originality | #45 | 2.462 | 3.333 |
Overall | #47 | 2.374 | 3.214 |
Controls | #47 | 2.216 | 3.000 |
Accessibility | #54 | 1.600 | 2.167 |
Theme | #54 | 2.216 | 3.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5
Wildcards Used
Not Another Platformer
Game Description
It's a game about a dude who meets the moon and helps cleaning up space !
How does your game tie into the theme?
The moon came down to earth to send back all space sthings that hummanity has launched in space. You have to clean up this mess !
Source(s)
N/A
Discord Username
N/A
Participation Level (GWJ Only)
1
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Comments
I liked the atmosphere of it! It's a very pretty game. Particularly, I'm pleased with the attention to detail you put into it. I was a bit confused by the AZERTY instructions but that was not a problem at all. It does run a bit slow but that's because of my computer.
Thanks !
And yeah sorry about that, we forgot to switch the disposition to qwerty x)
The environment was nice, though the basic particle effects mixed with the fairly detailed environment felt a little mis-matched.
I also accidentally quit the game two or three times by hitting escape, particularly while I was trying to figure out the controls. Some kind of menu, even if it just had buttons to resume or quit, would have been nice.
Once I figured things out it wasn’t bad. It was pretty easy, though, so something that required more decision making or otherwise kept things interesting would have been good.
Hello there, thanks for your feedbacks !
I'm not a huge fan of the esc to quit either but we focused on other stuff (mostly messing with asset forge for the environnement, testing godot capabilities for lightning and stuffs...). We didn't want to fight with the UI on a game jam like this.
And as for the difficulty, we choose to make things easy without any lose conditions because we wanted something chill. If we had the opportunity to spend more time on the project we would probably go for a more interesting gameplay experience (it's currently really basic, I must agree).