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Just finished it after a bit of difficulty (eventually picked up my controller, that helped), this game feels special! 

Out of all the games I have played so far, this is probably the one that I would most want to play a full release of. The retro aesthetic fits the gameplay perfectly and the atmosphere you managed to create with the cute planetoids and weird octo-beings and spacey music just drew me in from the first moment. I will admit however, when it comes to the platforming, some issues need addressing: My character kept sticking to vertical surfaces such as walls and cliffs (which seems like a physics issue). Also I'm not sure if the double jump just has a hair trigger or if I was always releasing my jumps a tiny bit late but the lack of precise jump control did frustrate an otherwise very enjoyable experience. I felt the moonshot windup was a bit too long and I got caught releasing the button too early on many occasions (I also feel like the game should visibly 'lock in' your landing location in the preview so that the moonshot mechanic is more predictable perhaps). Using the second analogue stick to control the camera would also be much appreciated. 

Please consider addressing these issues, this game really deserves to be fixed!

(+1)

Thank you so much for playing! Thanks for the positive feels for the retro aesthetic! I had a lot of fun playing with the looks of the game. 

I very much agree with your criticisms on the platforming. I tried to increase the coyote time but I realize the way I check whether the character is on the ground just needs some improvement. The sticking to vertical surfaces I noticed as well, though couldn't fix in time. I certainly should have taken those issues more seriously early in development. Additional camera control also would have been a very good addition, I just got used to the current control and did not have enough outside testing, which is my bad.

I tried to put in some time in the moonshot's reading, though I think I kind of took the wrong approach to camera there. I'm thinking now I should have had a 1-2-3 countdown and should have kept the player in frame the whole animation. Thank you for the feedback though, and really thank you for playing!