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(1 edit) (+2)

Visuals:

1 ... maybe adding flickering stars based on different values -> that would be perfect

2 ... make spaceship colorful

3 ... otherwise main menu looks tunned well

4 ... flying plants/rocks (is this intentional?)

5 ... I have feeling of possibility planets feels empty (low number of object, a lot of empty space where is not expected to be)

6 ... focus on cosmos animations -> to enchant space look

6.1 . wind/dust particles flying over words

7 ... I do not want to read missing quest -> what to do?

7.1 . maybe some nice GUI animation color flicker with little shake to gain eye focus

7.2 . or some future Avatar tablet design

8 ... some planets feels rushed (detail between planets doent align

9 ... water is complex (usually you would require to have shader & been able to step into -> currently it looks little of like ice, kinda)


Controls Walking on planet

1 ...  very good, is possible to add running?

2 ... auto jump 2nd, 3rd time after jump is successful without releasing & pressing space button


Design

1 ... show location of spaceship (me getting lost + it fits your story)

2 ... There are small chances of getting lost

2.1 . maybe give player bot to help you discover world

2.2 . trackable pads to mark where have you been

3 ...  I love this small planets design


Sound

1 ... very good no pattern found & its intriguing with exploration (Hellion)

2 ... some sounds might look misplaced (Hellion vs "Earth")


Bugs:

1 ... I am able to walk into rock, over some plants

Good idea, I would mostly focus on presentation of mystery & cosmos

Well thank you for taking the time to write such detailed feedback! It really means a lot.

Much of the points you mentioned were actually part of our initial scope: compass/navigation hints, running/dash (actually running got included, just hold “shift”), improved HUD feedback, more environmental interaction (gravity, platforms, etc.), and richer cosmos presentation, day 1 was full of ideas. Unfortunately time hit us hard and we had to cut many of those features to make the jam deadline.

You’re also right about some planets feeling less detailed, the later ones were built under heavier time pressure. We ended up creating a script to help us to place prefab assets quickly, which explains some of the floating objects. And yes… hand-crafting level design on spherical worlds takes way longer than expected, man Unity editor movement becomes chaotic!

As for the collider issue, yep… that’s on us. A few hours before the submission we were troubleshooting a strange behavior and we end up disabling some colliders for debugging reasons.. short story? we forgot to re-enable them.. :)

Maybe we’ll do a second iteration to bring in some of those missing pieces, so we really appreciate the thoughtful breakdown. Many thanks!