Great game, really easy to understand! I like the kind of metroidvania feel, were the levels procedurally generated? Very solid game overall, and well polished. My only complaint is that it doesn't feel like it matches either theme very well
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Celestial Catering's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #6 | 3.692 | 3.692 |
Gameplay | #15 | 3.436 | 3.436 |
Overall | #24 | 3.186 | 3.186 |
Aesthetics | #37 | 3.359 | 3.359 |
Theme | #89 | 2.256 | 2.256 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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https://x.com/TheBakaretsu/status/1752078539426291715?s=20
Comments
Best game of the jam for me so far! Really fun to fly and dash around I got 79500
A good and fun game! I'm not sure I understood what to do, so I flew from one side to the other hoping for a reward and I think I got it. The music and graphics are especially good!
Hi, thanks for giving it a go!
We unfortunately didn't get around to implementing a proper tutorial in game, so we were forced to include it on the itch.io page instead. If you decide to try it again, I'd recommend reading the hints there. The game was balanced around the character's strong movement options, and it's impossible to utilize them efficiently when the objective is unclear.
Regardless, we're glad you enjoyed it in its current state!
Congratulations on submitting! I had a lot of fun playing your game.
Very fun platform mini-game!
I enjoyed the sound effects and particle effects quite a bit! They add a lot to the gamefeel and help the player see the results of their actions. The randomizing of the map suits itself well to an arcade-style high-score game, where the player is motivated to continue attempting new runs for the coveted godlike RNG.
That being said, I do wish there was more to interact with in the map. Besides the jump-boosters, I didn't find myself really thinking much aside from "Go left... Go right." Aerial boosters, low gravity sections, black holes... Something else would've made navigating the maps feel more engaging rather than holding a direction and spamming boost/jetpack. Could've also helped lean a bit more into the "momentum" theme, which I'm guessing is what you went with here.
Felt super retro and nailed the aesthetic. Funny cover image. Good game! Good luck with the competition!
Thanks for the feedback!
We actually pivoted our theme from momentum to mutation by ditching more complicated movement in favor of a procedurally generated world. It was difficult to get it working in such a short time frame, so we didn't get the chance to add as much content to the game as we'd have liked to. The booster pads were a last minute addition, and we were able to add them in quickly using a hacky quirk with the proc gen engine. The boosters are actually spawned by the same object generator as the coin and fuel pickups--when you step on one, you're "collecting" an item!
Super fun game! Had a really good time with it, definitely reminded me a bit of Celeste with the dash physics and character design (which is great, it's my favorite game of all time!) I'm assuming you pivoted from momentum to mutation, which I really admire! (I was too scared to pivot at all, so I just stuck with the plan I'd already made, haha.)
Overall, really good entry! I enjoyed it a lot!
beatiful game, all is great, gameplay simple and funny, music and sounds are nice same for art style
Incredible game, the controls were extremely polished the Music was great and i loved the graphics used! Great job!
Extremely funny game! The controls and movements were smooth and the music was amazing
fun and intuitive! graphics were nice, i think both the delivery part and the map mutating could've been made clearer though as i didnt really feel it even after going between the 2 if that makes sense, also it was hard to tell where jump pads were but it didnt change gameplay much so i dont think it matters
Really cool Game! The player controls feel nice, the music is great and it looks very good. I didn’t really notice the mutating/changing level and it could maybe be a bit more challenging to get a bigger score. As an Idea: Maybe add a penalty for taking to long, to complete an order? Overall a pretty good submission :)
It reminded me of the old game in the Harry Potter universe, where you flew on a broom and tried to hit the ball into the goal. Only instead of a ball there are coins, instead of opponents there is time, and you are still trying not to fall down. Nostalgia
Games about delivery wooho!! The audio is really nice and I loved the movement but it lacks a bit of depth and difficulity, I think there should be a method of extending the timer, the procedural world sadly wasnt that noticable or maybe i just got really unlucky haha
Thanks for trying it out!
This was our first game jam together (for most of us, our first game ever) and we were really pressed for time, haha. Unfortunately, we didn't get a chance to add as much content to the game environment as we wanted. We planned on adding map obstacles and enemies at the very least.
As for the proc gen, it isn't based on a noise density function--it doesn't control individual tiles at all, actually. We have a collection of preestablished map sectors that are pieced together on a grid, and we use a pathfinding algorithm to verify that it's possible for the player to traverse the map. The bottleneck here, and the reason maps often look similar, is just that we didn't have time to create lots of unique sectors. There are around 20-30 as it stands. From a game design perspective, it was difficult to create additional sectors without ruining the flow of the game. Sectors are balanced around how likely they are to be included in a successful pathfinding traversal; for instance, sectors that typically result in a dead end generally have more coins, fuel, and booster pads, so the player is rewarded for exploring and isn't punished for taking a wrong turn. Booster placement is also a consideration, as we want to encourage smooth movement between sectors by raising the height of ceilings above them.
I got a score of 69000. Nice. Really fun short game with satisfying movement mechanics. I really love a game where you are overpowered with lots of mobility control. The physics felt really nice. Didn't have any bugs or negative experiences. At first I didn't notice why I sometimes bounced off the floors, until the last 30 seconds I noticed the different ground texture, so maybe that could be a bit more obvious. But that's just a little detail. Overall I had a blast jetpacking around and grabbing coins. I never really had any fuel issues, and always had full battery.
I also didn't really feel a strong connection to "mutation" theme, as I never got familiar enough with the level layout to notice if any routes changed. I like the idea of running back and forth through a level with it changing each time, though. I think there would need to be more memorable landmarks, enemies, and obstacles so the player can really feel a difference both visually and with gameplay - so maybe worth exploring with further development
Great job on this and I love the art style & particle FX for the jetpack and dash! The music is sick too!! (kept the game playing with music in the background while writing this)
Thank you for playing! Unfortunately there's a bug with Godot where it doesn't show trails of particles rendered by the GPU when playing on the web version - otherwise, it would be much more obvious. I recommend playing on the executable version for the best experience! We wanted to take a different perspective on the mutation theme, and we decided we wanted to tackle it by creating an ever-mutating world. We definitely would've liked to do more regarding landmarks and detail.
Good game, nice mechanics, isn't really about mutation though. But it was really fun to play, thumbs up.
Fun game! The music is the best I have heard from the entire gamejam, seriously good work. I found myself listening to it for a while after I stopped actually playing cause it was so good. For the character, the jetpack is enjoyable, although the character themselves feel a bit floaty. Was still easy to control them after a bit of learning. Also, the goal / direction of the game is a little hard to follow. I found myself just jumping around collecting coins rather than delivering things, cause I couldn't understand how the deliveries worked.
All in all, great submission! Especially with the fantastic music
Thanks, I'll pass your comment on to our musician!
Totally agree with the movement and the lack of a proper tutorial, these were the two main features we ran out of time to work on.
If you decide to try it again, the map is a 3x3 grid of sectors with exits on the left and right. Going from one side to the other gives you 7,500 points and generates a new map (which contains a new set of coins and batteries). The map generator script verifies that at least one possible path exists.
Generally, you'll get the most points by primarily doing deliveries and only straying from the path if you see a lot of coins. Dead ends aren't that bad; because these are typically sectors with few possible connections to other nodes, we balanced them out by adding lots of coins and boosters so your score won't be affected too much.
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