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Day, Night & Meteorite's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #36 | 2.562 | 3.800 |
Fun Factor | #40 | 2.023 | 3.000 |
Gameplay | #41 | 2.023 | 3.000 |
Audio | #43 | 1.753 | 2.600 |
Theme Implementation | #46 | 1.753 | 2.600 |
Overall | #47 | 1.820 | 2.700 |
Special Object Implementation | #61 | 0.809 | 1.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The planet is looping around itself having a day and night cycle. The pickaxe is a part of UI where you control your abilities.
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Comments
The art of the plannet was rather cute.
However, it took me like failed 5 attempts to get any of the villages to level 1, and by that stage the others were already wiped out :( One way to help this could be, instead of levels, after a bar stays in the green for x amount of time, tha particular thign will become managed.
I felt that at times the meterorites could feel unfair, as you'd put the shield up, but it would miss it and still kill the village anyway, this is probably smth about the blast radius on impact of the meterioite?
The deleting the rainclouds wasn't particulrly intuitave, maybe some other, more obivous and explained way could be added?
The pickaxe implementation.... ehhh.... i spose
A new player friendly addition you could make, is that behind the scenes the villages arent as prone to water at the beginning, and meterioites don't spawn yet. But as you progress, maybe just in time, cause the others to come into effect, so you can more slowly introduce all the mechanics to the player.
I hope you were able to read this in a constructive way :)
You're right the difficulty is quite high, even though during the development we were getting the difficulty down, but we haven't managed to play enough hours to find out the perfect difficulty.
The meteorites act sometimes strange, we haven't managed to figure out why...
Removing rainclouds seems straightforward enough for me, so I don't know how more intuitive could it be.
Pickaxe was difficult to implement in our type of game, we just haven't figured out a good way to implement it.
"Slower start" for new player is a thing we wanted to implement, but we didn't have the time. Still though, the game would surely be nicer if the difficulty curve could start lower.
Thanks for your feedback, looking forward to play your game :)
I totally understand not enhough testing time :)
And thank you for taking my feedback constructively! I hope you en joy my game :)