Play game
ISC Pioneer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme integrity | #5 | 3.889 | 3.889 |
Innovation | #7 | 3.333 | 3.333 |
Polish | #9 | 3.333 | 3.333 |
Overall | #11 | 3.289 | 3.289 |
Artistry | #14 | 3.222 | 3.222 |
Engagement | #15 | 2.667 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you have fun throughout the creation process?
No
Leave a comment
Log in with itch.io to leave a comment.
Comments
I tried playing it a few times but found it a bit difficult. Things are really far away, so I try to go faster but then i arrive there and pass by with no chance to decelerate. Would need a kind of warning like estimated time to arrival or distance to target.
If things were closer this would not be an issue, there is too much empty space *ba dum tss*, you get bored and go faster, then you loose control and overshoot
Thanks for the feedback. Are things that far away though? We've tweaked the distances throughout development (used to take a good 5 minutes to get anywhere). The only issue with making the distances smaller is you'd occasionally (if you're unlucky) have earth and Venus close together, and then Venus would suck you out of earth's gravity well (also had some various docking and moon crashing issues). The planets have position markers, though they only show up if you're relatively close to the planet, and I doubt they'd give you enough warning if you were travelling fast, so I can understand why you'd overshoot.
Space is mostly empty... Our gameworld is scaled down by the log(sqrt(real_scale)) im pretty sure so we tried to eliminate as much "space" as possible without removing faithfulness
Yes, I am aware of that ๐
maybe you could add more pirates and asteroids on the way to keep the player entertained. Also, a speed limit could help with the overshooting problem
It would probably be better if you introduce new game elements slowly not just drop the player in the middle of the ocean and hope he will learn how to swim. Now it has quite a steep learning curve.
Okey I mean it is not SO hard to learn but just amount of buttons on my keyboard which do something and not really knowing where to go kinda overwhelmed me.
Yeah we didn't have much time implementing missions which were done over the course of 2d so the most time we had to teach the player was a short little "manual" in-game and in the itch.io description. However, the mechanics aren't that difficult to understand thankfully but I can understand why you thought this.
Reminds me of Escape Velocity, very fun!