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Hey, you got some nice ideas in this one! I like the framing device of a mother telling her child where consellations come from. I found the controls a bit unwieldy at the start, it just seemed like too much was happening all at once before I could get my bearings. I felt like the default zoom level was too close to really see what was going on, so after enabling scroll-wheel zooming, I kept it zoomed all the way out and found it much better. I was a little lost as to what to do at first, but eventually I flew into a star and realized that was the target for ending each level. Also, I started to notice things like the arrows and trails of fuel packs which were good indicators for the player. The fuel packs were quite tiny, though, so the process of picking them up was a tad unforgiving at times. I didn't know what the fuel gauge was at first, and thought it might be a health bar, so I was tryiing to avoid hitting planets, but then saw it was unrelated. After a few levels, the mother in the story mentioned the spaceman bouncing off planets for speed, which I guess confirmed I was actually *supposed* to hit planets, but I never really got the hang of bouncing off of them effectively, and mostly avoided them still since impacting them generally sent the spaceship tumbling around uncontrollably. I did see after a while that the guage was tied to acceleration and picking up fuel, but I'm actually still not sure why it sometimes flashes red.

There was some dialogue where the boy asks "Is that what Dad does in heaven?" which came up twice, not sure if it was intentional. It was the level after the second time that dialogue came up where I got lost and ended up flying far away from the main play area, so I gave up. It might help to actually force a level restart if a player gets way too far away from the goal. Anyway, I remembered I could manually restart the level, which I did, and I found the star right away that time. After flying into it, the game stopped just like that without any other on-screen instructions. I don't know if that was the actual end or a bug.

I think you did a great job capturing the whimsical feel with the music and artwork! I liked the design of the winged spaceship, very Jules Verne. Also the overall gampelay idea was nice! I just think it could benefit from a little more effective labelling telling the player what to do. Even little things like prompting to click or push a button to move the dialogue forward would help eliminate some guesswork so the player can focus on the actual gameplay instead of fumbling through and figuring things out that are unrelated to the core mechanics. For the time limits of the game jam, though, you did some nice work!