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Cream Raider: The Spacetruck Chronicles's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme Implementation | #7 | 4.120 | 4.120 |
| Gameplay | #8 | 3.760 | 3.760 |
| Fun Factor | #16 | 3.680 | 3.680 |
| Overall | #23 | 3.600 | 3.600 |
| Visuals | #36 | 3.400 | 3.400 |
| Audio | #40 | 3.040 | 3.040 |
| Special Object Implementation | #49 | 3.600 | 3.600 |
Ranked from 25 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?
You drive your spacetruck to collect cosmic ice cream scoops.
You need to adapt and survive a new malfunction introduced at each level.
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Comments
Great game! The truck failing over time was great (It got very tricky once you couldn't hit the walls) and I like the text
Thanks for your support! Glad that you like it!
This game felt really polised and sound fit the game just right!
Thanks a lot~
The idea is actually really cool! Adding each level a new malfunctions is a really interesting mechanic, loved also how the scoops of ice cream accomulated on the bottom bar after each level (idk i may be autistic but i really enjoyed that detail lol) Overall the gameplay is fluid and really nice, good job :))!
I am very happy to see you like the bottom ice cream records. I have spent my last hour working on that simply because I thought it will be fulfilling to see the collections (your efforts) after beating the game. Thanks a lot!
Really enjoyed playing this one! Felt really refined and polished, didn't run into any bugs or annoyances. Game design is great and the modifiers added some real challenges and difficulty spikes. Great job!!
Thank you! There are bugs tbh, but thanks god that they are not very easy to be spotted xd
I didn't finish the game (only reached level 9, if I remember), the last level is really too much a game changer, it's always risky to make a challenging game without frustrating the player, aside, I find it interesting you were conscious and you decided to let the player skip the level.
The ice cream is really too easy to get; try to place them at some difficult point.
Just because there's only one level design, you should improve the level design.
And now, let's see the positive points: 10 levels, a challenging game, the difficulty increase is pretty great, you die, you restart instantly, the mechanic and theme are super great.
You got a really impressive game, congrats!
Thanks a lot for playing and for the honest feedback!
Yes, I’m definitely aware that the last few levels are a big difficulty spike—it was a bit of a gamble! I wanted the players to feel rewarded once you manage to get through them with some practice. That said, I totally understand it might be too much for some players.
As for the ice cream scoops, I purposely avoided placing them in super tricky spots because I wasn’t sure if the game would still be beatable (didn't have time to test). But I agree, with more time and testing, it’d definitely be possible to make their placement more interesting and challenging.
Appreciate your thoughts. It really helps me think about how to improve the design!
OMG can't get past lvl 5, lmao. Great theme implementation tho! And it was really fun to play :D. Also, the art is beautiful
Thank you for trying it out! Indeed, the game starts getting harder at level 5/6 ><
Really neat! It tells a really cool story of a failing van with the gameplay, works together so well. And the vibe is so cute haha.
Thxx! I am glad that you like it!
better flappy bird, neat game you made.
Happy to hear that! Flappy Bird instantly came to mind when I decided to make a game with malfunctioning movement—it’s such a classic and great reference.
At first I assumed the Rusted Shell by default, and was very surprised that I could just hit all the walls back then ¦3
But turning it into Flappy Bird was the point of no return. Such a clever level to combine all these challenges in one place.
Great job designing this game!
Thank you so much!! Actually the wall-killing design was at first by default for all levels, but I ended up making the difficulty curve a bit less steep (still have a lot of rooms for improvement)
I spent thirty minutes trying to finish the last level alone, and boy was it satisfying when I got it! Then I restarted the game, and read that I actually only needed one scoop lmao. I really really liked the game, it was fun and the difficulty never stopped being challenging. Just as I reached the last level, I thought to myself, "well I already developed the muscle memory to beat this. Can't be that hard, can it?". It was such a great moment.
Honestly, this is probably one of the best implementations of both the theme and the object, so that's gonna be a five for both of those. I think the audio could use some work, as the dying sound got kinda annoying. I'd recommend you randomly set a pitch before playing an audio, it'll make it much much nicer to hear. And the visuals were readable, though just having one sprite for asteroid did feel a tiny bit cheap.
But I must say, the gameplay was absolutely amazing, and it really never stopped being fun for me. If I could, I would rate the gameplay six stars!
Final rating: 5, 5, 5, 5, 3, 4
WOW! Thank you so much for the detailed review and all the effort you put in!
I had the exact same feeling when I was testing the game myself. You really need to practice and plan your movement carefully to get the last few levels. I knew it would be tough, but it will make the moment of winning extra rewarding. This is why I decided not to lower the difficulty down.
I do feel a bit sad that I didn’t have time to add more variety in the audio and visuals (at least changing the color of asteroids a bit)—those would’ve been doable if I had worked a bit faster XD
I’m grateful for your kind words. They honestly keep me going <3
Alright, I finished the game. I'll go through two standpoints. The player, and a fellow developer.
As a player, I think the first few levels are really great, and I think the idea of getting a new nerf every time you go through the level, is great. However, the last challenges, like rusted shell and steering wheel inversed really set me as a player back because of such abrupt changes. As a player, I think the hitbox of the vehicle is really unfair, and should be shrunk so I'm allowed to slightly intersect with the obstacles. And for the last challenge (inverse steering), which also was the one I used most attempts on, was such a big of a change to the point where I just stopped using the horizontal keys all together. The scoops also feel really required, and like you can't miss them. Since you're using them as collectibles, I recommend making a more broad level so you have to go out of your way to get them (still, some scoops had this trait, but it was quite few)
Now from a developer standpoint. You got a game! Now what? What can be improved without really adding much or anything related to functionality? Juice, polish, whatever you want to call it! This is great for making your game stand out. Particles for when the shots hit a wall, particles for when a wall is destroyed, particles for when a scoop is collected, a lot can be done with particles. And after that, what can be improved about them? Directional particles! It gives the player much more feedback that something happened, and gives them a greater sense of control. But particles isn't the only thing you can add, what about post processing? What about some animations when you collect the scoops (eg. it slides to its display, grows into its display)? Then you have covered one of our senses, sight. You also have another sense, hearing. What's so great about this game, is that it already covers most of the basic sounds you could expect! Shooting, collecting scoops, hitting a wall, but there is more you could handle. Some subtle sounds. What about some sounds that fades with the players velocity, some whooshes? What about when the wall is destroyed? What about an ending jingle instead of a sound effect? All these things will accomplish what juice is for, making your game stand out.
Another thing I'd like to point out, the importance of playtesting. Anyone! A friend, family member, some stranger on a game development discord server, a teammate, anyone will work! And make sure you get a few points on what they liked and disliked. We aren't looking for the typical glazing like "It was good!" or "The mechanics were fun!" but moreso "I think it was good because.." and "This mechanic was fun and well implemented, while this one weren't so much (because..)". Even just playing through it with a blank mindset can help understand some players' viewpoints.
Now, I hope you can understand where I'm getting from. I hope you can see my points, reflect on them, and not take them as "what you made was bad, here is why, and here is how it can be better". Understand that what you made is really good from the get-go, and that we only got three days to work on it. I wouldn't expect you to implement everything I just listed in such small time-frame, because with the time pressure finding and fixing these small if even relevant flaws is difficult, even for an experienced developer.
TL;DR I enjoyed it, but the hitboxes were a little unfair, and reverse controls with the instadeath upon hit was really unfair.
Thanks so much for the detailed feedback. Really appreciate you taking the time!
You’re right about the later challenges; some modifiers are game-changing and may need to be introduced in a more 'gradual' way. As for the hitbox, I already shrunk it a bit during development, but it sounds like it still needs more fine-tuning. Regarding the scoops, you only need one to complete a level, but I wanted to leave room for players to challenge themselves by collecting more if they want to!
On the dev side, I really appreciate all your suggestions. I’ll definitely see if I can find some time to polish the game after the jam. And yes, I completely agree that more playtesting / comments would help a lot!
Thanks again for your thoughtful advice! I have learned a lot!
... 💀💀💀
Sometimes not all collected ice creams are displayed in the inventory (you can see it in the screenshot in the upper left corner), but the screenshot is not attached here for this purpose :X
Thanks for reporting the issue! This is definitely a bug in the collection record system - sadly I did not spot it earlier. I will fix it after the jam ends. Thxx!
Me: 'This game is'nt that hard'
Me 5 seconds later: 'Rusted Shell 💀'
Good theme implementation at first I wasn't sure where it was going but when I started seing the malfunctions stack I understood.
Thanks for playing! I think I could do a better job of setting player expectations about how the difficulty ramps up~
Very original concept, and well brought
Thanks a lot! Really grateful for your words!
Very addicting! Great job!
Thank you! I am glad that you like it :D
Movement feels very smooth, I love drifting in space!
Thanks so much!! The scoops will be an extra reward XD
Really fun game! The idea with the modifiers is executed really nicely, and it's a nice difficulty progression. The higher speed and weaker cones together with the gravity made it considerably more difficult, in a good way, for example. Cute visuals as well.
Thanks a lot! I actually have a few more challenging modifiers, but adding everything into the game will make it extremely hard to beat. Perhaps this is the downside of this kind of design.
I liked the progressing difficulty, i couldn’t get all 40 scopes i only got 21 XD
Thanks for your sharing! I am actually very curious about how a general player performs in this game! It is really hard for the last few levels that even I, as the developer, cannot pass them very quickly. So you did a great job!!
Fun game. The modifiers stacking up after each level is a good idea. When gravity is enabled, the game gets REALLY difficult. But I like challenging games. Good job!
Quick note about the game window: When changing the zoom level on my browser, it crops parts of the game.
On my laptop, which has large scaling by default, it is cropped even with no zoom. Fullscreen mode works fine though.
Glad that you like it! I had a hard time trying to figure out the size/ resolution issue but unfortunately failed to find a solution. I will look deeper into the issue. Sorry for the inconvenience caused and thxxx!
loved the concept, plus the added challenges per level were a really cool way to implement the malfunction feature! one thing i'll mention is that once the "you hit the walls you die immediately" function is added the difficulty spikes hard. it's not to much of a big deal since there's no lives system (very good thing since its a hard game), but maybe you could introduce it in a slower way by starting with a "three hits and you die" first, then later introducing the "one hit you die" function near the end. otherwise, this was a really cool idea that was implemented really well! it was worth it for the ice cream
Thanks for recommending! I agreed that the wall-killing modifier makes things much harder, and the order of modifiers needs to be adjusted. Instead of the three-hit-to-crack design, what first came to my mind was introducing the wall-killing rule earlier to make the player adapt in an easier situation. I will defo try both things out after the jam! Thanks again!