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A jam submission

The UfonautView game page

Escape a dangerous alien world in this turn-based adventure game!
Submitted by Sojioto — 20 hours, 42 minutes before the deadline
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The Ufonaut's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#514.1054.105
Engagement#553.6843.684
Gameplay#563.4743.474
Overall#603.6183.618
Theme#813.2113.211

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted(+1)

I really enjoyed this game! It could be just the visuals but for some reason it reminds me a lot of Space Funeral

Submitted (6 edits) (+2)

I really loved this game. (Here's the VOD of the stream): 

The artstyle choice is very commendable, I think it matches perfectly the vibe the game offers to the player, and it's pretty polished at that. It really looks like a short complete game, you also nailed the game length in my opinion.

The battle system is relatively simple (and standard), but still came as a surprise how fun the game was. I think that to complement a simple BS like this the open-world exploration was the perfect choice.
I liked the choice of not having a level-up system, and instead to leave the progression bound to the exploration. In this way grinding enemies is no longer necessary for long-term reasons (Exp), but instead just to get the extra materials and healing items. That's what it makes it fit so well with the open world setting, and a very balanced  one at that: I always felt my exploration got rewarded. After the second half of the game though the money became a little too excessive, I would've found other ways to use it.
And as an extra, I really liked the idea of crafting your own save points, it gave a lot the vibe of a survival game, and it's a pretty good use of the risk/reward mechanic.

The story was relatively simple, but still enjoyable. The focus was not the story though, so it's perfectly fine as it is. I liked the short intermissions of the evil dino king.

At the end the only thing is that the theme "beyond expectations" is a little weak. It's clear how both the Ufonaut and the tribes managed to go beyond some sort of expectation, but for the jam I expected more than a default battle system - even if a very interesting at that. But you could say that the depth of a default BS like this... can go beyond expectations. XD
Also, the paralysis from the hunters skill is too broken since it makes bossfights very trivial.

After the stream, I returned to the game because I was really curious of what I missed (A very good thing: the game got me really engaged). I tried the other choice at the end, and explored the mind control island that I missed.
Also, look at this cool softlock I created! C:


(3 edits) (+1)

Finished the game, had a great adventure! A lot to unlock, discover and be primitve about it. The mechanic of creating stuff is quite nice but maybe it is too easy (buildings could use a material price increase as they are quite cheap after you hoard a bit) while the combat at moments at the start can be hard nothing can stand Ufonaut's blaster in the end (as stuff they unlock). Couldn't find the monkey guy home and found out that there are too many skills, game unfortunately is too short and there is a lot of stuff to gather and unlock. Also my endscreen sadly bugged out and I've lost the last text from our dastardly castaway (had the leaving ending). Will try to finish the game again after the jam and probable patches.
Great work! I had fun!

Submitted(+1)

Great pairing of survival mechanics and rpg mechanics, though I did find its muted palette and straightforward narrative to become a bit tiring before the end.

The main track has a great verve to it! The drums add greatly to the aesthetic. Unfortunately, I feel that they become overwhelming after a certain point. Eventually, it began to give me a light headache after looping several times, so I think it may have been best to choose a slower paced track for the overworld exploration.

The core concept is enjoyably solid and leans into a different type of mechanical mastery that conventional rpgs typically don't dip into. Being able to increase mastery over the world through the creation of villages and save points offers some great progression, though I think the relative slowness of the walking speed hampered some of that progression's enjoyment.

I did enjoy the way that the aesthetic and design elements matched, with even the text being a cartoony custom font, and I also liked the Pikmin-esque setup of receiving help from another planet's followers. It came together well as an interesting survival rpg!

Submitted(+1)

Streamed this (jam version)! You were there for all my feedback, but for log purposes: overall a solid game but gets caught up in annoying niggles that damped the experience enough for me to stop (but I am very particular and biased).

  • Great art! No need to explain, it's obvious. Neat music too. Only problem I had graphically was that the 3 tribes look too similar and caused some minor confusion in combat. 
  • The map function was great! 
  • The story and characterization was fairly dry and utilitarian, which is a bit disappointing for me (characters and dialog are my jam).
  • Walking was horribly slow. Please god make it faster, there is no reason to force this pace. It's fine if you don't want a full sprint but a big exploration game so slow is painful.
  • Missing sucks. Get rid of it (it's an engine thing about accuracy, nobody likes it).  (Not the same as EVASION, evasion, when an enemy feature and properly signalled, can be fine). 
  • I'm still unsure on how Stun and Paralysis worked, but it felt unsatisfying.
  • Random caves and fish: the fish were fine, because the result was always positive. The caves almost didn't feel worth the hassle because I nearly always got a bad result or encounter (or worse, nothing at all).
  • After the tutorial area some of the environment looked interactable but was not, which made things a bit confusing. The radio towers being pure decor was a bit odd. 
  • In general the randomization made me not like the exploration as much, because I was not sure if it was worth going around or just save scumming. Are some spots just fixed loot? It's hard to say. It's a shame to have a nice exploratory map and be almost punished with random stuff instead of substantial finds. A mix of both would be fine if they were visually distinct (and hinted at by the game).
  • The building system felt kinda tacked on. Early on I was too poor to use it, then it just felt like there was little point. I assume it was a mix of lack of time and functionality, but it definitely deserves an expansion. I'll give some suggestions below.
  • Balance. It felt weirdly punishing. There is very little you can do choice-wise in combat, with only the Ufonaut having a wide array of actions. Your minions have 1 skill/weapon each, and it's not sure useful (as far as I played), so they're always weaker. I'd suggest expanding their options.
  • No leveling up. Oof. This meant gear was the only way to improve and there wasn't that much variety (THAT I FOUND). I'd have preferred a small levelign system even if it was just stats, or even giving one level when discovering hidden spots on the map.
  • Balance: it felt like going around without a 100% full heal was asking for death in most areas, but backtracking (or making a new rest) every time would be very dull.

I have plenty of suggestions on how to improve, but obviously you may not agree with me, so take me with a major heap of salt:

  • Get rid of miss. Improve walk speed. 
  • Make non-respawning items have a visual tell. Either change their visual once "spent" or give their "ready" state a glint or similar that goes away once used. 
  • Balancing, lots of different ways: leveling, adjusting enemy damage, giving your minions more things to do (for example giving them their own accessory types with skills), etc.
  • Look into a less clunky battle system, the default is a bit lacking and unclear with turn orders. There's plenty of plugins for this so maybe give them a look.
  • Adding more functions to building, a few ideas: 
    • Material sinks: map-bound landmarks that you repair or similar that give permanent bonuses in exchange for a chunk of cash/items/specific items/quests.
    • Dismantle on-map stuff (like the unused radio towers) for materials or items.
    • Detection towers: use on-map environment (such as the radio antenna) to turn them into precious chest detectors marked on the map. You could easily make "big fixed finds" easier to locate this way, and give more reason to explore (exploring the mainland as is is a bit intimidating because it's not very marked besides "big landmass"
    • Something to fill your map: some way to split areas by difficulty, even loosely, or big impassable walls splitting areas.

And I've rambled WELL ENOUGH! I think this game can very, very easily become great with a few fixes. Mind you it's obvious not everyone has the same issues I do! In any case, it's a great effort, even more if you come from other engines and it's the first rpg maker one you make. Congratulations on that, for sure. The presentation here is the star, as as you said all graphics are custom and that's absolutely no small feat. 

(+1)

This was a fantastic experience. For a game with no levelling, I felt a great sense of progression and earned power as I explored the planet. The battles felt challenging yet fair, and the music does a great job of setting the tone of a wild planet.

Amazing game ^_^

Submitted

Presentation is unique and cool. I like the ability to build stuff (such as save points or heal) and then destroy if you accidentally blocked your path. Gameplay is simple but the exploration is what keeps the players engaged. 

Submitted

Presentation is nice and unique. The map is large enough to cause sense of exploration and wonder, but personally too big for me. Not being able to save anywhere is also annoying for me and causes backtracking and kind of a fear of taking on new enemies. The resource mechanics is a nice touch, but not too complex.

Submitted(+1)

Really enjoyed the visuals and music/sound especially, they were fitted into the game seamlessly.  Although I generally don't get excited at the thought of resource management, I think the way it was implemented here was interesting both mechanically and narratively; I love the idea of the Ufonaut traveling around with the tribes nomadically, periodically stopping to direct the construction of a village, rest a while, then break it all down and keep moving.  At first I thought it was a little tedious in practice, but materials aren't so scarce that it feels like you need to limit your constructions too much, which I appreciated.  I've seen some other people talking about the size of the map, I think that's what really drew me in beyond first impressions, it's really neat just how big a world you made for this.  Overall I think this is a really fun experience and you could easily flesh this out even more into a larger project.  Thanks for making this!

Submitted

Hi, this is Nice Game.

(+2)

Nice, fun little game! Lots to explore, hidden upgrades to find, and a false god to replace. I mean, overthrow.

Submitted(+2)

Good little game this one. Enjoyed my playthrough on stream. Hope the dev continues working on it.

(+1)

This is a neat little bite-size game. The custom sprites and mapping gave me that old gameboy/color vibe. where i can sit back and play in peace. The developer intentions were to give us something new and original that we normally dont see in this genre, feels like they were inspired by no man sky / pikman. The battles were simple but not overly complicated and you dont even have to grind to get good. Lots of exploring and secrets on this planet which rewards the player for venturing off course. Impressed by this one, giving how simple the gameplay can be

Submitted(+2)

Played an hour straight and plan to come back to it at some point to finish the game, really fun play through great job team!!

What I Loved: The art style is super charming and does a great job of creating a unique world feel. All the assets are consistent with the aesthetic of the world which is great for immersion. The color palatte works really well for the isolated alien world kind of vibe. The character and monster designs are awesome and there's a really nice amount of variety. The music absolutely slaps and it was a super nice touch to have it change a bit for different environments/battles. The combat feels well balanced, challenging but fair, and rewarding when you find a new weapon to swing the tide of a fight you previously couldn't win. The world layout is excellent, I always felt rewarded for exploring and figuring out the mini environmental "puzzles" to find loot.

What I Didn't Love: Using materials to build save points and healing areas was a pretty neat idea, but I'm not sure the implementation worked in service of the game. Early on I found myself backtracking quite a bit after basically every fight to re-heal which was pretty frustrating and in the later game I had so many materials that I could basically build whatever I wanted wherever I wanted to. I also found the sheer amount of items to be a bit overwhelming and confusing, and I think paring them down a bit might be helpful. When I saved the monkey prisoner and he was added to my party I couldn't figure out how to replace one of the village tribes with him (which may be a skill issue) but I think making it clearer to the player how to swap your party members around would have been good.

Overall, I very much enjoyed my playthrough and plan to return to finish the game later. There's a ton of polish, art and music kick ass, and the game is very well designed. Sick entry!

Submitted(+2)

Not done with the game yet but here's my two cents.

Art and Sound:

I LOVE the art and aesthetic. It's what initially drew me to it. The very simple yet comfortable color palette, the charming little tribes people, the monster and dinosaur designs. Yeah there's a lot to like. The UI and Sound effects all fit the design you were clearly going for.  

Story and World:

World was bigger than I expected it to be. When the option to build a boat opened up, I realized how large this map actually is. Having little points of interest and secrets scattered all over the world map made it more engaging that's for sure. 

The map is quite large and slow to navigate. The always dash option in the options menu doesn't work. Found myself holding SHIFT the entire time.

Mechanics:

Combat is simple enough but fits the theme of each tribes people being specialized in different things.  

The building mechanic was fabulous, found myself hunting for more materials to build and deconstruct what I want whenever I want. My only issue is that I didn't know I had to click on the icons on the screen since I was mainly using the keyboard. My bad I reckon.

All in all. I enjoyed this little alien of a game. 

Submitted(+1)

Saw the game on the Looey stream and love it.
The visual, gameplay, everything is so well done... It's impressive to me you managed to do all of this in one jam!
Amazing game in my opinion... :^)

Submitted(+1)

finished the game offstream at around the 2 hour mark.

overall i enjoyed this game a lot, the art and aesthetic is wonderful and fits the game well like a cartographer mapping out his surroundings, and the open world exploration was fun if a bit tedious at times because of your player's speed. but i like all the little secrets and optional content littered around the map that you can discover!

on the gameplay side i do prefer if the player was forced to use the crafting part of the game early cause its easily missable until you're forced to use it after beating the first boss (or if you read the manual but not everyone does)

combat is pretty basic but i do adore the how much options you're given when it came to mixing and matching items. 

theme was the weakest part i guess. how i interpreted it in this game was the MC was telling the player the inhabitants exceeded expectations, but game wise it didn't really feel that way cause MC was just miles stronger than anyone of the tribes. (i would akin it to pikmin but olimar is almost defenseless without the pikmin, which isn't the case here)

despite all that i really enjoyed this game! good job!

Submitted (1 edit) (+1)

Ok. I finished the game. Its a long game.

 I can see why this game would be eyecatching. It has a style that works for the game. The tribal system and you controlling a bunch of one eyed ki-tribes in order to find energy within this foreign world filled with dinosaurs, ancient tribal people and more. Its almost quite fascinating the approach you take with the game. I love the astronaut and the tribal designs. The lizard/dinosaur/giants/crab designs were pretty neat too. Unique prehistoric vibes from it all.

Now admittedly because of the way the system works, you have to strategize and salvage your resources by beating lizards/crabs of prehistoric style in order to get resources since you don't level up in this game. And the only way to boost your stats or get better skills/equipment is to beat enemies at certain locations where new skills will unlock.

There's a lot to like in terms of visual style here. And combat wise, if we're looking at this outside the scope of the jam is acceptable. Its just that the battles can get tedious after awhile. The battle speed being what it is doesn't help things. I get that animations are better off not be available to the player otherwise it would be even longer. Using crafting gimmicks using your materials as currency in order to use stuff like saves/heals/skill upgrades/boats/etc. Its quite interesting. Rudimentary design and classic in a way.

Overall, not a bad game as a whole but getting to complete this game is a lot more monumental and exhausting than I thought. I forgot that if you decide to stay with the tribe when you've got your spaceship working. You can't leave space anymore. Not sure if that's intentional or not.

Developer(+2)

Thanks for the great feedback! I think you nailed it! I was aiming for 45 minutes of gameplay but somehow 45 minutes turned into the speedrun time, I know this is not what you want for a jam game and will certainly hurt the games rating, my hope was that it would be engaging enough for atleast a few people to beat it fully.

Not being able to leave after deciding to stay is something I was unsure how to handle, in the end I decided that staying was one of the endings, fairly anticlimactic I know, but at least the spaceship is fun.

Big props for sticking through to the end! hopefully that means it felt worth it to keep playing!

Submitted(+2)

Made me feel like an alien.

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