Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Into The SunView game page

In space no one can smell you cooking
Submitted by A Quadrillion Kittens (@PetaKitten), KanserAU, exordiac — 12 minutes, 57 seconds before the deadline
Add to collection

Play game

Into The Sun's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#174.0004.000
Theme#663.3333.333
Originality#693.2223.222
Overall#1122.4922.492
Accessibility#1311.8891.889
Audio#1311.6671.667
Fun#1431.6671.667
Controls#1481.6671.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.1

Wildcards Used
Here comes the sun, Thinking inside the box

Game Description
You've just made a dodgy warp. Now, you need to escape from the sun, which is quickly and painfully melting your ship and crew. From the engine room, you'll fix pretty much everything that can go wrong both near and far. Good luck, Engineer.

How does your game tie into the theme?
You need to escape the sun

Source(s)
https://github.com/kanserau/Godot-Jam-1-ESCAPE

Discord Username(s)
kittenhero, kansr, hania9924, .saltyspitoon.

Participation Level (GWJ Only)
0

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Very ambitious project! The 3D graphics look great, although I can't help but think the game (at least in its current state) would have worked better without it, by throwing you into the terminal right away. I spent my entire first run aimlessly searching the room for something to do. And even once you do realize that the gameplay mostly happens on the terminal, expecting the player to figure out the different commands under time pressure is a bit much. Also, switching between the event log and the terminal feels needlessly tedious. Did I miss something there?

So yeah, all in all, didn't have too much fun with your game, sorry. But again, kudos for tackling such an ambitious project and good luck with fleshing it out more once the jam is over. Original take for sure! :)

Submitted(+1)

A little confusing, but cool concept. Graphics are fantastic. There didn't seem to be in-game sounds/music, but I saw volume bars? I think some alarms and heads up display would help to highlight emergencies and give direction to the player. I was resolving emergencies as best I could, but it was a little inconvenient swapping between the two screens each time. Maybe some (panicked) breathing or ship creaking to build some immersion and reflect on the current stress of the character/ship. I could see this being a fun challenge to with players having to balance their decisions against survival.

Developer

Thanks for playing!  I've been adding exactly those things to the game just last night.  It's a shame we didn't implement them in time for the jam, although I'm happy we manage to scrape together this much for our first jam.  I'll be updating the game as soon as we've addressed the main game play issues (assuming the jam ends by then).

Submitted(+1)

I think this is an interesting idea.

The first thing that came to my mind was Half-life, seeing that crowbar. 😅

I had issues playing the game. I could not understand how to play the game. I would go to the event log and see that there is a fire on the bridge and in the cargo bay. I open the terminal, type events, and get engine, shields, power generator, etc. events. The game kept telling me to turn on the shields but resolve shields said there was nothing to resolve. Then I tried running around with the crowbar and I could resolve nothing. Finally, I sat down to read the instructions and experimented a bit. But that made me lose three games until I figured out what to do.

Here are the things that need attention/improvement:

  • Having a separate events screen is slowing me down. I was constantly mistaken about what I had opened, the console or the event log. Having the events visible on screen the entire time would help.
  • Just spending time in the Terminal is boring. It would have been more fun if there was a bigger ship and you would access onsite terminals to fix things or use switches and levers. (I know the Jam is short and there is no time for a full ship, but I think it would have helped).
  • Events were happening way too fast. There are too many commands to remember. Some events are resolved with the resolve command. Some with the repair. It becomes confusing very quickly.
  • I died way too quickly because there were too many unresolved events. Sorting them by priority would help.
  • I experienced a few frame drops, but as a fellow Godot developer, I understand why that is happening.

Things that I did like:

  • The graphics are great
  • The overall idea is fun
  • The fractals on the main terminal

Overall, interesting game! Good job!

Developer

Thank you for the feedback!  We definitely noticed many of these points too, many things were just not implemented in time, but we plan on improving it over the coming weeks after the jam.

Developer

Hey thanks for the feedback, this is all really helpful.

  • For point one, we would like the player to be able to focus on all terminals at once to avoid the constant switching. It's definitely not great having to constantly witch to confirm information and remember commands.
  • Regarding point two, the main problem we had was that due to time constraints we couldn't implement a lot of the emergencies in the way we wanted to. This led us to implementing most of them through the terminal, which was actually meant to be a small portion of the game, an intentional time waster for a couple of remote issues as it were.
  • Point 3: Agreed, there were only meant to be 3 commands that would be used sparingly. Power shunting too would be a point and click interface rather than a terminal.
  • Ideally, the player would have time to familiarise themselves with their surroundings and the systems, which was intended through a small introductory sequence where the player can begin when ready, instead of being immediately thrust into the chaos.

Between now and the next jam we'll be making a version 2 since we also like the idea, but are overall not that happy with the execution. Thanks for taking the time to play, and we hope you'll come back for round 2 (once it's done).

Submitted(+1)

I really like this idea and the 3D models look great, but I had little idea of how to engage with the game. Maybe a list of commands for the terminal would help?

Developer

Thanks!  There is a help command, but it can be easily missed.  We're working on improving it after the jam ends