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Satellite Dreamer: PERISH's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #23 | 4.071 | 4.071 |
Overall | #35 | 4.170 | 4.170 |
Audio | #47 | 3.929 | 3.929 |
Graphics | #73 | 4.036 | 4.036 |
Authenticity (use of resolution) | #75 | 4.643 | 4.643 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
2 Members, I did the art, programming and design and William did the music. It was a great experience and it made the game a lot better
Was the resolution a challenge?
The main hurdle is not making the challenges feel like leaps of faith or the bosses unfair. Designing around that brought a lot of creative solutions I think
What did you learn?
I learnt a lot about level design and structuring more complete games over all. That and I improved at boss design a lot as well compared to before.
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Comments
I was about to say the game was not as frustrating as last year's until I played the last boss and the last stages leading up to it but still enjoyed persevering. It's almost like a rage game but the checkpoints are never far where you die which helps alot. There's quite a bit content-wise and the bosses although difficult, are never completely unfair once you learn their attack patterns.
Very nice and polished game. Enjoyed every second of it!
Cool animation and rocket jumps.
Thank you :)
Great game, the eye boss is really hard.
Thanks! And yeah he can be tough to get through haha
It's really hard to find fault here. Love the unique art style, character designs, the shooty twist on platforming, as well as the sound and music. All around amazing work!
Thank you so much!
Great entry, impressively accurate controls and nice mechanichs. A wonderful follow up from last year’s entry. Congratz!
Thank you! I really appreciate it
Congratulations on making this game !
I've played your game during a live that you can watch here :
I actually only played your game on this live !
I hope the feedback and live reactions will be useful. Keep it up !
Thanks so much for the video! I really learned a lot about the way someone might view the game with fresh eyes which is a huge help. It gave me a load of ideas for improvements to the way certain things work and the weapon switching especially. I'm thinking something like super metroid where you can disable certain weapons or something like that. Thanks for playing through the whole thing as well despite it being so long for a jam game!
Happy to help, it was my pleasure !
Very cool game! There's a lot of content here. Different weapons, lot of platforming challenges, multiple boss battles, plus even some story. The art is very well drawn/animated, and the limited palette works great for the low resolution. Music and sound effects are similarly high quality.
I like the creative ways the weapons are used in platforming, but some of the platforming challenges are a little finicky. The rocket jumps are tricky to do consistently, and it's hard getting the bubbles in the right spot without making them too high to reach or popping them on walls. It might've helped to have simpler weapon switching (e.g. rocket on left click and bubble on right click) to make combo moves easier.
Thank you! The feedback is great and having a weapon on each click gives me a lot of ideas for an update
Congratulation
s
this was such a great game! :) the mechanics are polished so well, multiple ways to complete platforming 5/5 gameplay :)
Thanks you, glad you had fun!
Wow, this one was fun. I think this is my favorite game in the jam so far, and I've played around 10, now I'd guess. Maybe like 8. Absolutely a blast. I couldn't put it down. I just had to see how long it lasted. I don't know how you pulled off that combat, but you did it damn well. Some Criticisms as always:
1. The sound effects for the weapons are.... too much I think? They're very loud, considering they often repeat over and over. Scratch that, not all the weapons, specifically the rocket launcher.
2. Some weirdness with the enemy movement. at one point one of the saws got stuck.
3. The final boss was awesome, but he often missed when it looked like he hit me.
BTW the two tone (black and light blue) was a great pick and It really really worked in your favor! Nice going mate!
Glad you liked it so much! Yeah I get some sound effects could be annoying so I added the volume slider for sound and music separately to help a bit with this. I think I know the saw you're talking about and I'll fix it after the jam haha. And yeah for the final boss the hitboxes a super forgiving cause I was worried he'd be too hard. Thanks for the feedback and for playing! Really appreciated
I have to say, I had a blast (pun absolutely intended) when going against the final boss! It was difficult but fair, and it felt great ricocheting off the walls and shooting projectiles midair.
On another note, I also really like the format for your website, great color choice!
Glad you like it and really happy to hear you enjoyed the final boss!
I really like the colors and the whole metroidvania experience. And how the backtracks are always improved by your newfound ability.
The music is also very good, and so are the bosses. I love how their life meter was somehow "part of the scenario". The last boss fight was particularly very cool, with all diferent movements combined from the previous bosses.
I had a little bit of trouble using the bubbles/rocket in conjunction, so I'd usually stick to one or the other depending on the situation. Also, the arm felt a bit useless after the first boss, as it does nothing movement-wise (AFAIK) and deals no direct damage to enemies.
Also, quick question: Do you know if it's possible to sequence break and not get the bubble? I feel like I could almost get past the screen that first required the bubble without it, though I have no clue if the remaining sections of the game could be beaten with the rocket alone.
I enjoyed it a lot overall, this is a solid entry. Good job!
Thank you! I'm glad you liked it :) Glad you liked the boss design as I've been trying to improve that a lot recently
I knew it's tough to use the weapons together so designed them in a way you can use each individually. And yeah the arm is useless. Maybe it should disappear after getting the rocket to make switching easier.
I was curious after you mentioned it so went and tried it and it is possible! Here's some proof I did it (ignore the death counter though lmao)
This game reminds me of Metroid: Dread in a really good way! The aesthetics and gameplay are both on point!
Glad to hear that, thank you!
WOOO!! Love to see a sequel to an old favorite!
Great entry sam :)
This is definitely one of those games that doesn't feel at all restricted by the low resolution
My only complaint is that it felt almost too hand holdy at times. One of my favorites parts of the original satellite dreamer was the "aha!" moment you got when you discovered a new mechanic/new way to use the gun. That was still hear, but lost some of its pizzaz when a cat just told me the answer.
But this was a ton of fun to blast around in as ever, and I liked the new bubble gun and all the bosses!
Thanks for playing and of course thanks for the play testing! I get what you mean about figuring out new stuff and I think it could be done a lot better then it was here but I remember last time some people didn't figure out the grenade launcher and I thought that was intuitive enough. I thought it would be better to be safe when introducing stuff anyway. Glad you like the new stuff anyway! I think it turned out a lot better then last year.
Looking forward to sitting down and properly trying your game btw. It looks so good
Good stuff, the using the gun's knockback to clear obstacles is a fun mechanic
Soldier tf2
Thank you! And yeah that's the inspiration haha
Loved this! My only gripe is I kept clicking outside the game window because of the small resolution :D Maybe also have 8 directional aiming as an option using arrow keys or something?
Very polished though - awesome work!
Yeah that's fair, I did actually do that but didn't have time to test that the game is beatable like that. I do recommend full screen though to avoid this happening. Thanks for playing and I'm glad you liked it!
Loved it. I took it as far as I could go with my trackpad (which was up until the wall jump) but this is spectacularly good. Everything about it excels. Very nice work.
Thank you! I can imagine that's a nightmare haha. I'm gonna have to try it now
Really really polished game. Mad props on the completeness factor.
I’d probably speed up the progression a little bit in a game jam setting so that players can get the “hook” to the game sooner rather than later.
Thank you! I'm focusing on making bigger games and while this was for the jam I wanted to make a complete experience :) I do understand that most people play jam games for 5 to 10 minutes but I'm hoping it gets some players outside the jam as well 😅 Thanks for the feedback though, it's great advice really
Really fun game that a lot of effort was put into it. I also like the music and sound effects :P
Thank you!
I really like this. Very polished!
I would only say that the cats/enemies aren't distinguished enough, as I tried to talk to one of the long enemies when I first saw them. Also it would be nice to show that the gun is affecting the enemy, as I wasn't sure if it was doing anything for a while.
Thanks for playing and for the feedback! I'll keep it in mind for the post jam version :)