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A jam submission

Escape the eXo-Planet Locate Objects and Rescue EveryoneView game page

Help the honest explorers escape form a strange alien world
Submitted by NoGenderGamer — 1 hour, 17 minutes before the deadline
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Escape the eXo-Planet Locate Objects and Rescue Everyone's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#201.7323.000
Visuals#231.7323.000
Originality#241.7323.000
Theme#251.1552.000
Fun#250.5771.000
Overall#251.3862.400

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Briefly explain your games interpretation of the theme?
The game features astronauts - the most explory of explorers
There is also a worldplay on the title

How much CODE (text or visual) did you make?

All

You created all of the code from scratch (excluding game engine)

How much of the game's ART did you make?

Most

You created most of the art - but used a handful of existing assets

How much of the game's SOUND effects did you make?

None

You didn't create any sound effects - you used existing audio for your game

How much of the game's MUSIC did you make?

None

You didn't create any music - you used existing music tracks for your game

Other comments (Code / Art / Sound / Audio)
I used ground texture form www.poliigon.com

I used sound and music form www.gamedevmarket.net

Did you enjoy the jam? Is there anything you'd change if you could start over?
Yes, but I should have started a week earlier instead of starting with just 33 hours to go

Aren't you awesome for being creative and taking part?

Yes

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Comments

HostSubmitted(+1)

Thanks for getting involved in the jam! Quite a lot of mechanics you got done in a short amount of time, the whole drag to select and move, with people being able to work buildings etc.

I couldn't figure out how to complete level 1 sadly! I built 2 rovers and took them to the rocket ship, but that didn't seem enough. No where could I see the requirements for the Rocket (I was playing webbuild in Chrome). It did mention it should display top right / left,  but all I saw were black boxes with green borders - as if the text inside of them wasn't showing perhaps?

I liked the idea, I think having a way to speed up time could be good too, as the mechanics require you to 1) wait at a machine for a period of time and 2) move units around, sometimes taking 20+ seconds to go from A to B! 

Developer (5 edits)

CHANGELOG:

0.1.0: What the game was at the deadline. It was broken and could not be completed due to a bug with colliders. I'm leaving it up as, technically, it is the only valid submission.

0.1.1 was a private testing build, it included extra debug ui elements that were later removed.

0.1.2: The next public release, it has the same features, assets and level design as the original 0.1.0, but with the critical bugs fixed (unit and resource counts were going infinite due to a collider issue). Now you can actually complete the tutorial. The collider bug did not manifest in the editor, it was only happening in the build version, so I did not notice it until after the deadline. If I knew it was there, I would have fixed it instead of making the 2nd level or other features I did on Sunday night. I consider this a "fair" version, and I politely ask that you play and review my submission based on this.

ISSUES in 0.1.2:

Level 1: "Dusty Planet" exists, but I was not able to actually complete it due to poor level, in my defence I only finished making it a few minutes before the "original" midnight deadline (Dan extended it by 2 hours for "build time"), and I did not have time to playtest or balance it. Feel free to try it, but do not waste too much of your time. 

0.2.0 - Level 1 is now playable:

  • fix wording issues in the tutorial
  • make the pause menu functional (units stop moving, miners and factories stop producing)
  • completing the level launches the main menu
  • Level 1: Dusty planet can actually be completed
    • tweak resource production and outputs
    • flattening the ground
    • improve muli-agent and multi-resource management

0.3.0 - UI improvements:

I will have quite a bit of free time over the next couple of weeks, and really like this game concept so want to build on it. To facilitate that I had to redo some of the UI.

  1. The "3D" objects that were used for factory and unit UI have been replaced by actual tooltips
  2. The new tooltips have more user-friendly wording, and for the factories, the required resources are now fully shown instead of just showing the 1st missing resource
  3. The UI for the selected units and objectives has been improved, and will work on more resolutions
  4. As you play the game, each level is now timed from the start to launching the rocket.
  5. The pause menu screen has been re-worked
    1. Placeholder buttons for the 3rd and 4th levels have been added to  the menu screen (expect them over the holidays)
    2. Music and Sound effects volume sliders have been added (technically, they existed in v0.1.0, but they were hidden until now)
    3. Hover over a level you already played to see your best score
    4. Custom button textures, game logo and layout have been added

The embedded game is 0.3.0, to run the original download the relevant zip file.

Developer (1 edit)

Issue solved, see changelog above

I've been made aware there is a game-breaking bug. The factory machine gets stuck in a "Interaction Start" state and counts to infinity instead of starting to work... this should not happen for 3 reasons:

  • The excavator has identical logic for this part, and it works fine
  • That state's only job is to take resources and pass on to "WORKING" or "INSUFFICIENT RESOURCES" there is no logic that would allow it to stay in that state.
  • This does not happen in the Editor. I've done a "Debug" build to check, no errors are even being thrown...

Very weird, but it is clear the game does not work. I will leave the submission in here, but I probably have to make a patched version Monday evening once I work out why there is this discrepancy in behaviour. I can't even blame myself for starting late on this one, there is no way I could have caught that before building which I never planned on doing before the final day of the jam.