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A jam submission

I, the VoidView game page

I am Nothing, and I will return to Nothing (Godot Wild Jam #69: Void)
Submitted by kasdf, SaadTheGlad (@saadtheglad) — 1 hour, 9 minutes before the deadline
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Play Nothing

I, the Void's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#133.4763.476
Audio#223.8573.857
Fun#293.6673.667
Overall#293.6333.633
Graphics#314.0954.095
Theme#443.7623.762
Controls#463.3333.333
Originality#883.2383.238

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.2.2

Wildcards Used
What's This?

Game Description
Survive as long possible in this weird pocket of looping space.

How does your game tie into the theme?
There's a weird hole in space, and you control a creature of the void.

Source(s)
-

Discord Username(s)
kasdf, SaadTheGlad

Participation Level (GWJ Only)
3, 2

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Comments

Submitted(+2)

Nice entry! I really like the hand-drawn graphics, and the music gives it a very sobering, "staving off the inevitable" feel.

Developer

Thank you! I'm glad you enjoyed the art and music, it was my first time doing proper animations for a game.

Submitted(+2)

A game with very clean graphics, and combined with fantastic music, makes it very chill and enjoyable to replay.

Submitted(+2)

This was fun. The pocket of space looks cool and the mechanics are quick to learn. I like the risk/reward of throwing the spike and having to pick it up before you can attack again.

I'd say a bit more reach on the default attack would feel better and maybe some less calming music but maybe that plays into the aspect of it being a void.

Submitted(+2)

Good game. A little confusing when it's teleporting. Throwing a spike is to risky though :)

Submitted (1 edit) (+2)

Great little game! My high was 2:08. It just feels so smooth to play, and I think a big reason for that is the visuals and audio design, which I really loved. Shooting the thing you use to kill enemies and have it warp back to the field in the borders is such a neat mechanic which really adds variety. I like the design of the enemies and the difficulty ramp up was well balanced. Even if you had to cut down the scope, this is already really good and well made! Nice job!

Submitted(+1)

Took lots of notes for myself recording my thoughts as I played through this little game. Here they are:

  • Hell yes, custom noun. It’s such a small thing but every time I see a game use one cleverly it ticks a tiny check box for me. “Run Nothing” is an excellent one.
  • Main menu:
    • Cool to see the game comes with controller support! Yours is actually the first entry I’ve played so far that does.
    • Also, nice.
  • Dang, that music is a really good vibe. Really fond of the choice to use gentle piano music instead of the more uptempo spacey synths I'd sort of expect from this kind of game; putting that at odds with the flying spikes and swarms of enemies coming at you gives a really cool feeling the whole time you’re playing of this being just one little piece of a larger universe that doesn’t care about you; you’re nothing, and that’s kind of nice. Same goes for the jellyfish which as far as I can tell you can’t do anything about but avoid. Dudes are in their lane, unbothered, thriving.
  • Similar thing goes for the background changing every time; it’s a little thing, but it does so much for the vibe.
  • Having to catch your projectile is a really neat mechanic, and I enjoy that it can also keep damaging enemies as it flies — it feels pretty great to just toss it it once and then keep running around dodging and kiting enemies into it. I didn’t realize at first though that once you’ve thrown it you can’t stab anymore, either. Which makes for some fun incentive to try to face enemies head-on with the stabbing as much as you can so as not to leave yourself defenselessly running around trying to grab your projectile without getting Killed Dead
  • To that end, I did wish for a bit more range with the stabby spike sometimes as it felt like I always had to wait for enemies to get just a little too close for comfort and by the time they reached me within such close range they were joined by their other pals attacking from other angles that I couldn’t turn to stab fast enough, but that could very well just be me needing to git gud.
  • The asteroids breaking apart when you hit them looks really neat, but it took me a couple runs to figure out  what’s going on with the asteroids when it breaks apart; when I first hit it and saw it break into a bunch of smaller asteroids I assumed that they would still damage me, and that therefore I should avoid trying to hit them because it would make things harder — or, alternately, that I could try strategically to hit them to kill a bunch of enemies at once.  
  • I really enjoy the little touch with the enemies bouncing off/pathfinding around? the asteroids.
  • Looping across space took a sec to get used to; the fact that it mirrors both horizontally and vertically, as far as i can tell, really messed with me for some reason and I kept showing up where I didn’t expect to. But that’s not exactly a bad thing -- it adds to the experience, I think, to have that brief feeling of disorientation that as you keep playing you eventually learn to work with and anticipate.
  • Final note: I think I found a super minor bug where, if you die right on the border of the void, the enemies freak out trying to figure out where you are and end up having a fun little flip-along-the-y-axis dance party. Which, tbf, was kind of hilarious honestly.


Final, final note: This game was supposed to be a love story?? Say more! Is there another spike-shooting octopus-lookin' little dude out there in the void somewhere?

Developer(+2)

Thank you so much for such an extensive comment! This little game is happy.

I dealt with the artistic part of the game so I'll respond according to that. The piano for the music was both a conscious decision and one that was born out of me not having enough time to add more instruments. I would've loved a violin or some other string instrument as accompaniment but I think  piano solo works great for a desolate space environment anyways.

The asteroid breaking apart was an effect I made and I think I could've made it clearer that they were just a VFX but I figured players would probably bump into one of them soon enough and discover they're harmless.

The game was indeed supposed to be a love story with Sol, the sun, being the love interest and a final boss battle and solar flares and other cool jazz but alas time was too tight of a constraint. 

Developer (1 edit) (+2)

thanks for all the feedback and kind words!

the risk/reward of shooting the spike is my favorite part hehe. regarding the stab, the reach might be longer than you think, as the sprite/hitbox is larger on the first 2 frames of the attack. edit: I came back to this when working on the post-jam update today, and yeah I see your point now. I’ll increase the range of the stab a bit.

there’s no pathfinding around the asteroids, just bouncy physics. there’s actually no pathfinding at all, just a simple boids algorithm for the fireflies, which doesn’t even account for the asteroids or jellyfish.

about the looping space, you’re right that it mirrors both axes. Saad and I had some disagreements on this, but I didn’t budge as this implementation was the only thing that made sense to me. it effectively mirrors across the center of the circle, regardless of velocity direction. any other solution would be more complex to implement, and less predictable in my opinion. there’s a subtle hint in the circle shader, as it’s mirrored in the same way that the space loops, though I really don’t expect anyone to notice that detail hahaha. anyway, nice to hear it grew on you!

I thought I fixed that bug with dying on the edge of the void, but I never tested it lol.

and yeah, like Saad already replied, there was supposed to be a love story with the sun — unexpected love between Nothing and Everything. the fireflies were supposed to be the sun’s minions or something like that.

oh and space piano is a great mood for sure — Saad really delivered!

Submitted(+2)

Awesome game! Having your weapon loop around the place was really cool once I got the hang of it, made for some very stylish dodging and catching movement. The overall style was very nice too, and I enjoyed the strangely serene music. Very nice!

Submitted(+2)

Once I figured out that enemies/objects hit each other, it was very satisfying to watch jellyfish knocking out wasps.

Maybe if they could damage each other?  Simple but fun, the controls felt smooth.

Developer(+1)

while the jellyfish bell/“head” is harmless, the electric tentacles do actually damage fireflies. the jellyfish is immortal though.

thanks!

Submitted(+2)

Pretty fun. I liked the spear-like weapon mechanics.

Submitted(+3)

nice enjoyable game! Like the idea of a single weapon for melee and ranged attacks

Submitted(+2)

Really fun, well done! :)

Submitted(+2)

I really like the music in the background it does fit well with the game

Submitted(+2)

Absolutely beautiful art and a pretty chill relaxing game. 

I'm not sure what the benefit of shooting your barb is? Seems like a big disadvantage. 

Would be nice to expand the scope a little with maybe powerups or a scoring system or something more.

Well worth a quick play for the art and overall feel.

Developer(+1)

shooting the spike is a risk for sure, but I think it’s worth it in some situations — especially once you get used to the looping space, and you’re able to reliably catch it again.

thanks for the kind words and suggestions!

Developer(+6)

wow, look at the URL for this page, it’s really nice