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A jam submission

PlanetquakeView game page

Fly through a crevasse in a seismically active planet.
Submitted by actuallyalys <3 — 3 hours, 8 minutes before the deadline
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Planetquake's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#501.7151.765
Graphics#542.4012.471
Gameplay#542.1722.235
Overall#562.0722.132
Mood#592.0012.059

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Really cool to see a g3d + love.js game in the compo! Quite impressive! Nice experience and package, adequately sized for a gamejam idea! Minimalistic controls really streamline the gameplay, you could get it further with music, levels, and different elements attacking the player. Quite trippy :)

Submitted(+1)

Neat little canyon run game. Definitely gamed the system by getting above the boulder spawn points and and entering orbit.

Did the HTML5 build target work for you out of the box?

Developer

Yeah, preventing that was one of my plans, but I ran out of time. I was thinking of causing stalls if the player flew too high.

The HTML5 target didn't work out of the box, but that was due to an issue with the g3d shader not being compatible with WebGL and not the template.

Submitted(+1)

It's an interesting concept that I think could be pretty good with some work. My problem with the game is that its confusing what the goal is. I assume its to get as far as possible but when you can just hold w and press space intermittently to keep yourself in the air and not get hit by anything then you can just go an infinite distance. May want to consider make it harder the further you travel because I didn't notice a difficulty spike that would ever make my game end. Then if these issues that make the game easy were fixed I think things falling from the sky would be unfair since you can't see them coming very well. There would be a couple ways to fix that as well. One of them would be to have the rocks coming from the ground. That way you can have an indicator show where its going to spawn so even if it spawns underneath you, you would still be aware of it in advance and it wouldn't seem like the rocks are popping out of no where.

Developer

Thanks for the feedback and ideas! I ending up spending most of my time implementing the basic mechanics and so actually shaping those mechanics into a steadily progressing and rewarding challenge fell by the wayside. I originally wanted the rocks to roll down the hill, which would give you some warning, but getting the physics right for that seemed impractical for the time.