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Nice and strong atmosphere between the art, audio and movement. The controls took some getting used to lol, but they did a good job of conveying the setting as well. 

Nice work on the SFX, it seems like it seems like all of the bases were covered and the actual sounds were satisfying, especially pressing E I found. The ambience definitely put me on edge. The music in the hub area provided just enough grounding to break up the game loop well, without taking the player out of the same world. Great job!

I know the game was only supposed to be a 30 minute playthrough, but I took some time just wandering around admiring the dead industrial towers floating against the backdrop of space. I freaked out the first time I fell by accident but realized that was actually the intended traversal method lol. I was a little confused once I found out that space/shift were used to move vertically, but that you could fall... of course, it made it way simpler trying to go around gathering items without them floating around in midair. I'm not sure what other solution there would have been, so I'm going to assume it was the singularity core pulling me down. I never played Hardspace: Shipbreaker, but I understand the employer has similar policies... Nice work on this game!

I forgot to mention the premise and game loop too - despite the tense atmosphere, it was also a relaxing, simple but engaging game loop nested in good storytelling. I can easily recall how I felt playing it 24 hours later, and I'm sure the feeling will stick with me for awhile. Impressive for a jam game. And it also seems to set itself up well for expansion - not just due to the ending but the atmosphere and game loop, too. (And I never mentioned the model of the vehicle either - I thought this, as well as the vfx? that accompanied its locomotion, and as well as its texture (and the great textures in general) was all very well-done)