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A jam submission

AstromancerView game page

It's your first day at a super illustrious Space Wizarding Academy. What could possibly go wrong?
Submitted by jeff@redopticgames
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Astromancer's itch.io page

Results

CriteriaRankScore*Raw Score
Design#43.7273.727
Metroidvania#83.8183.818
Enjoyment#93.3643.364
Overall#93.6593.659
Presentation#133.7273.727

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity 3D

Team/Developer
Studio GenGen

External assets
BGM: "BlueBeat 01" Copyright 2007 ERH http://www.freesound.org/people/ERH/ , License: http://creativecommons.org/licenses/by/3.0/ / Alexandr Zhelanov https://soundcloud.com/alexandr-zhelanov - boss area / sci-fi theme music: maou / Let the games begin - splash screen up until Grand Foyer / Fonts: Absender by Nick Polifroni / Origin Tech by Ronin Design

Comments on the jam
I love this jam, I always learn so much and the one month time frame is long enough to actually feel like I accomplished something. I also appreciate the 3 extra days, I had so many things left to finish.

Reference info
JeffTemple#9437

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Comments

Submitted

ART

Liked it, was a pretty cool style! The 45 degree angle of the character was a little odd and the enemies did seem to match the "claymation" style but everything worked well enough so good job!

SOUNDS

Liked the music choice and the Wilhelm scream was very funny if a little out of place :)

GAMEPLAY

overall it was fun little experience, after getting hit I had to repress my movement button (minor annoyance). The gun hover was really fun (kinda wish you used it a little). The boss was fun if a little easy. the weapons were really fun too.

OVERALL

I liked this entry, the graphics could do with a little more cohesion, but the overall feel and polish was good. The movement was good, some difficulty tuning and some mancer to go with the sci fi and it could be a really cool game! Great job and good job on submitting!

Submitted

Really like this!

Good graphics, nice little flourishes (loved  the teacher getting grabbed by the tentacles) - really fun game play and a great sound track. 

The blocking off and opening of the map via the weapons, and destroying the "generators", worked really well. 

The final boss, was lots of fun, it took a few attempts to kill it saving the teacher.

The invincibility frames and push back could possibly do with some tweaking as a couple of times I got pushed back only to die, especially when facing the final boss, also new game doesn't seem to clear out everything (ie you can start with your weapons etc). But these are minor points... great entry!

Submitted

This was pretty fun! You really got a lot done on this and had some good features working. I liked having the tutorial text at start, that was a nice touch.

I would add some consistency between the styles for the player, background and enemies. Maybe a little depth as well?

Overall a really nice entry!

Submitted

Real solid from the start !

I had a great time with your game, the chibi characters and weapon designs are so cool, i really digged the sword, but both weapons are cool and their introductions even more so :o

if i really had to nitpick i'd say my main issues were that i didn't really understand at first what i had to do to save the instructor but managed to do so in the end, and the vertically moving enemies were a bit of a pain to deal with before you get the sword, but like i said nitpicks not real big issues.

Now i like my sci - fi and space wizards so i really had a blast, especially with these very Unreal sounding like music tracks.

Congrats, great entry :)

Developer(+1)

Glad you enjoyed it! I wish I had actually had time to make my space wizard more of a space wizard, but so it goes. As for the vertical enemies, they're actually meant to be annoying until you get the sword so that you feel cooler about killing them after that, but I kind left off enemy placement til the last minute and so they turned out to be just annoying overall (I have thoughts on reworking how the camera frames the player movement so that the vertical enemies would show up on screen early, but that's a next jam problem). Live and learn!

Submitted

Haha well they looked space wizard - ey enough though XD 

And i get what you're going for with these enemies, and well any kind of placement, balancing and such is really hard to do in a jam context so no worries ^^

Superb entry!  I really liked the way this played, sounds, and looks so far.  There's definitely room for improvement on the platforming aspect and feedback.  Just a really great start though.  I particularly enjoyed the checkpoints and the pause menu.  Very cool!

Submitted

I'll start off by saying the combat felt pretty clean and the movement felt very smooth, good work in those departments. So you got the most important parts down. The things I had issues with was that the art style felt a bit inconsistent, some of the models looked great, then some felt like they needed a bit of work. Overall pretty solid game :) 

Submitted

Real cool! I kinda wish there was health lying about, but other than that, great game, good job!

Submitted

I really like the gun giving you airtime, it's fun. Some really cool puzzles here too.

Submitted

What I liked

  • I dig the space theme. Visually and musically, it all fit
  • Push-back and hover from gun fire was really neat.
  • Despite the lack of a map, the rooms felt like they were thought out and designed.
  • Boss battle felt like a classic metroidvania boss

Improvement suggestions

  • I'm not completely sold on the force of push back from enemy collisions
  • I'm not sure if this was the case with all verticle room transitions, but I did notice that the player's position starting point was static, instead of using some positional offsets. This led to one case where I was running and jumping to the left through a vertical door and ended up on the right side of the next rooms and ran straight back to the below room. So I would maybe fix that if you were to continue. (The door im talking about in my example is the door on the top left of the starting room once the real mission begins.
  • When I got the sword, I didn't notice any kind of message or feedback as to getting acquiring it and how it can be used. It only took about 10 seconds, so it wasn't detrimental to game play.
  • I noticed a lack of SFX that I expected going in. I'm sure this is just due to limited time of the jam and what you chose to focus on. But like the sword mentioned about, as a player, I want to feel like I "leveled up" so a nice sfx would be good to have.


Overall, I liked this game. While being short, it definitely showed the emphasis you put on level design. It was also nice to see progress pics over the jam and finally play it!


Great job!

Developer

Thanks for the thorough feedback! I'll share a little bit about my thought process for some of your points.

Things you liked:

2. I liked the push back on the gun too, originally it was applied when you were on the ground as well, but it was kind of frustrating in actual play. I like it while in the air though cause it gives you a sense of weightiness and helps maintain airtime. I'd definitely massage all of these values in a real release, but it served its purpose for this project.

3. I waffled back and forth on releasing a map. Ultimately, with the changes I made in the last hours of the gamejam I wish I'd been able to provide a map cause the rooms honestly do link up pretty thematically with some of the player's actions changing surrounding rooms, I ultimately opted for using musical/regional name/color cues to link the rooms together which I think works on a map that's actually only about 20 or so rooms big, but it's starting to push it.

4. I really enjoyed making the boss battle, I hope you enjoyed it. In the original plans, the player was supposed to get the Shield ability from the boss so it served as sort of a tutorial (the shield can regenerate whereas health can't), but this ultimately had to be scrapped. Either way, I like how frenetic the boss battle can get and that it balances out the sword vs. gun gameplay (if you want to get the best ending and not murder the professor).

Suggestions:

1. I am not sold either. This was my first full foray into adding forces to rigid bodies and I am not pleased with the results. I had code in place to measure what was going on with each interaction but ultimately I didn't have the time to figure out what was going on. I figured that in general the only time this really came heavily into play was the final boss battle, and that the checkpoint was close enough that I could let it slide... for now. 

2. Yeah, originally the drop-through platforms were a much bigger factor in the game and each vertical transition used a drop-through platform to cover the door frame (like a manhole cover). In some playtests, players were having trouble figuring out how to go down through doors, so I removed all of the manholes, but I didn't have time to implement a smooth vertical transition so... it ended up like this. Definitely a thing to improve on in the future.

3. This is super accurate. It was on the to-do list and got dropped in favor of other things. A super frustrating sword anecdote is that I had implemented a super fancy VFX Graph sword slash graphic, but at some point in the last few days it just stopped appearing and I couldn't figure out how to fix it. =/ I did specifically lock the player into that very small play-space so that they'd be forced to figure it out, but ultimately it's not idea.

4. Same as above, this is partially a result of me pushing back finding SFX until the last few days and once finding them not fully understanding how to make them audible (the PlayClipAtPoint feature was spotty at best in my experience, but I didn't spend a lot of time trying to really understand it). This was also a learning I had previously and failed to heed, but I should incorporate SFX into initial gameplay lest it get overlooked.

Thanks for all your feedback, I'm looking forward to playing your game sometime this weekend and giving it the  attention it deserves. We've all earned it, a month is a long time, but for me personally it's the ideal time frame.

Finally, in truth I learned a lot from this whole experience. I feel like I made a lot of progress from MVM 14,but at the same time discovered a lot of areas I want to develop. I am pretty sure I want to try 2D for XVI because I just don't want to bother with this whole lighting situation, and that means I get to spend the next two months really looking into 2D artgeneration.

Submitted

No problem! Yeah, I learned a lot during this game jam as well. I also learned what not to do next time around lol. I started roughly halfway through so I focused on keeping everything simple, focus on making more complicated UI's than a simple health bar, and making the classic metroidvania style map. I'd say there was a good chance that I wouldn't have submitted if I couldn't get the map to work haha.

Developer

Ooo yeah, I want to focus on more UI stuff next time. I was FINALLY starting to get a handle on how all the layout groups work, I don't want to forget.

Submitted

Love the artwork, specially the main character design and animations. The project really commits to the metroidvania aspect, and the order in which you encounter enemies and obstacles that you cannot yet overcome makes the character progression more meaningful.

The combat does get a bit repetitive, due to the enemies not really presenting any challenge to the player. 

Congrats on the submission!