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Do We Have Liftoff?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #112 | 3.118 | 4.125 |
Art | #128 | 2.835 | 3.750 |
Music | #153 | 2.268 | 3.000 |
Overall | #155 | 2.646 | 3.500 |
Creativity | #156 | 2.835 | 3.750 |
Theme | #184 | 2.173 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wow you did a great job with this! I am very included those two difficulties, I tried the director's cut first and yeah I see why this was the intended experience, giving me quite a few "Oh shit!" moments, I do like how despite not being mentioned, headshots are prioritized but pretty much is needed for all the zombies cause god do those alien zombies hit like a truck when trying to knife fight them and honestly knife fighting them is not fun they ALWAYS get atleast one attack in even if their attack animation finished, which ain't fair, the health vials are much appreciated and spread out fairly and the space theming is really cool, but did you really have to get rid it on Icojam mode? making the flashlight significantly brighter would make it less horror for those who don't want that but for the people who just want more bullets in their clip (which I don't even think happened) because in directors cut that cargo bay area, wow there is little to no ammo in that place at all, that was a difficulty spike so icojam mode just feels a like an insult to the player who just wants more bullets and easier time, but hey atleast you're not like some devs who would change or straight up deny the player the ending cause they played on easy mode, overall, a great short horror fps with a few downsides which can be mostly avoided.
Thank you so much for the feedback! I didn't have that much feedback on the IcoJam mode because I had originally created it for my girlfriend who said she was already really scared to try out my game so I tried to alleviate a lot of what makes a game scary, (atmosphere, lack of resources, fear of the unknown), but I think that ended up backfiring because like you said, a lot of the space theming went away.
My apologies for the lack of ammo! My friends/playtesters had access to the first builds of the game and told me that there was actually too much ammo in the cargo bay segment and I ended up reducing the ammo pickups by more than 50%. I think that there was a lack of variety in play testers since their main genres were FPS games, so that became an issue too when trying to balance the game.
Anyways, thank you for the valuable feedback and thanks for taking the time out of your day to play Do we Have Liftoff and sharing input :)
It's quite astonishing what you were able to do in those 3 days. A almost full out narrative game with some nice mechanics. Very nice!
Boy, those zombies really come flying at you, huh? This was pretty fun, but I think it's just a little too sparse on ammo on the director's cut mode, necessitating lucky high rolls from ammo boxes, drops from enemies, and perfect headshots to one-shot the zombies. Running by the zombies isn't really an option either since they block you and attack quickly. I did eventually beat it, but it took me a good 4 or 5 tries to get past the yellow key door, and then I ran out of ammo in the last hallway and had the last zombie just chase me around until I found the engine room. Health and oxygen were no problem, it was just the ammo situation. I realize now that I should've been utilizing the checkpoint system and played through the whole game from start. Speaking of, when you reset, you get 18 bullets back but it doesn't reload your current ammo, so you start out with 8 less than you should if you died with a full clip. I like the art, though I know you said it mostly came from packs, it's still pretty good and came together nicely. I love that our AI companion is a crow, I love that our briefing is, "Hello. Flynn. Flynn. We need you. We're counting on you," and I love that Flynn hears he needs to fix the engine and is immediately like, "Yep, the only tool I need for this job is a gun." This was good, just needs a bit better balancing. Good job.
Thanks for the feedback, especially on the ammo segment! It was originally programmed that you would respawn with +16 bullets on death, not just setting the ammo reserve to 18 and calling it a day. I wanted to keep it:
One of my friends said the "cheese" strat was to keep dying and eventually he had 400+ bullets to end the game XD
I'm actually really surprised you beat it on the hardest patch its ever been, my friends have been saying it was too easy so I toned the difficulty higher and higher. Props to you for beating it!!
Thank you for playing Do we Have Liftoff :)
Dude, I am really annoyed because the game seems crazy fun. It reminded me of retro fps and I really want to play it. If you want me to, I can send you and image of the error. It was related with my vulkan version not being update to date, and some other drivers stuff. But anyways, I wish you the best of luck.
The game looks great! And I hope to play it soon.
hi 4lphaa,
Can you send me a screenshot of the error? I can try and research what’s happening and see if I can fix it on my end.
I really enjoyed playing this game. Awesome work! The AI could be a bit more "decent" (they scream at you without actually seeing you), but that's just a minor thing. 10/10.
Thank you for playing and appreciate the feedback! I debated on whether to have the enemies aggro on line of sight vs proximity and ended up with a proximity behavior, but I think it could have been different.
Thanks for playing :)
Really nice game!
Thank you very much for playing! :)