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Here is a video of me playing this: 

Notice that it seems Camtasia recording didnt keep up with the speed. It did work completely smoothly on my machine, even the video doesnt seem that way.

This was the only (digital) game I didnt get to play during the voting time at all, since I was on a trip, and that machine I had access to there, was not able to handle it, but framerate was probably 1-2 FPS only, hence I skipped it until now.

But, on the plus side, now I was able to record a video playing it, which is very useful in actually seeing where player tumbles etc. So except for starting once and noticing that it is too slow, this is was practically my first time playing this.


First of, this game has several, basically small problems, which make this actually a bit boring game in the end.

I am saying this, because I actually think this game is not far from being commercial game.

Take a look at Adams Venture: https://store.steampowered.com/app/400360/Adams_Venture_Origins/

It looks very much like your game, and while it is definitely not a masterpiece, could be much better, and has some shortcomings, I still keep fondly thinking of how I bought and played that game on my Switch. I might rate it only 3 stars, but it is one of the best buys in sense, that I really felt like it was worth it, since I really liked it, despite it not being the most thrilling game.

And I believe you could do something similar with Earthfarer.


The difference between this and Adams Venture are however couple.

First of all, if you look at Adams Venture vs this. This one tries to be a platformer. Adams venture leans much more towards Walking Simulator genre. I actually think Adams Venture leans bit too much towards Walking Simulator, would have liked it to have bit more of platforming or something.

Therefore you have too much platforming. You have constructed the platformin sequences in right way in sense that first there is simple hopping, and then it gets more complex along the way.

However, each of these sequences is simply too long. It becomes too repetitive. If they had been shorter bursts, they had been much more enjoyable.

For me there was also a double trouble with this hopping, as I have this Kinetic Advantabe 2 keyboard, so "Space" is not where it usually is, and in practice you can see in the video how I always aim with mouse towards where I am going to jump, and then take hand off from the mouse, and move my mouse hand to push that Space, since I cant reach it with my left hand.
Hence this created annoyance to the jumping, but that was my keyboard issue, not your fault.

Also, one thing with Adams Venture was that I was usually looking forward to what is coming ahead, and was rewarded that they did put something bit new there.

You did have some new stuff, but would have needed more variety, and more of a feeling of coming from one place to another, instead of feeling like a lonk tunnel with plaform breaks.

Also, in Adams Venture they gave you some story right from beginning. In this one I was mainly wondering what is the plot of the game, is it just to turn these light on, or is this possibly just the beginning. So instead of looking forward to what was coming, I just kept wondering what is the plot, is this the game or not...

One thing that I noticed in Adams Venture, and this is a tip to you if you start creating something from this is, that I actually enjoyed specifically walking in that game. I most of time skipped using the run-option, but instead just walked. I felt that slow pace really worked well for the Adams Venture, since it felt bit like reading a book, as story unfolds slowly.

Therefore my point being, that think it more like a visual novel or something, as in, you are experiencing a book, and I think that kind of game you could make commercial already, and it wouldnt necessarily need that much work either, as long as there is good story and you are able to design the levels interesting.

For I really liked how this looked. And actually, one thing to notice is that I didnt realise the music was missing, until I checked the video I recorded. Point being, that just the sounds and looks had enough feel to suck me inside the game enough, that I didnt even notice music missing. So there definetily is potential there.

And it seems to me that basically you only need to fix little things to make this already a good niche (commercial)  game. Similar to Adams Venture, as in someone appreciating smaller and slower paced game.

Oh yeah, also that Queue of humans was annoying. I mean, I assume you had to jump in middle of those gaps, but there should have been more gaps there, since it was very annoying waiting for the gap to appear.

If I had to jump only once to a gap, then it had been okay to wait a bit longer, bit like being a puzzle to figure out, but now that I had to jump, was it three times? After the first time it was annoying having to wait for the gap, when I had already figured out how to do it.

And about the christian message, it was quite okay. It was implemented to the game mechanics, and basically somewhat nicely.

On Best Overall I would have given you 3, which might have lifted your placing, with both increasing the average score, as well as givng you less point adjustment (which is always downwards)