Fun platformer, had some creative mechanics, and big +1 for providing a Linux build, thanks a lot!
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Yuna and the Moonstealers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #8 | 4.080 | 4.080 |
Overall | #19 | 3.920 | 3.920 |
Audio | #21 | 3.800 | 3.800 |
Gameplay | #22 | 3.840 | 3.840 |
Theme interpretation | #54 | 3.640 | 3.640 |
Graphics | #76 | 3.680 | 3.680 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/markopolojorgensen/github-gameoff-2020
Theme interpretation
The game is about rescuing moons and we created a gun that can shoot gravity wells to help traverse the levels!
Comments
Good game, really liked the gravity well placement mechanics. Graphics and sound fit very well, and the take on the theme is quite original. Well done
We wanted to upload a web version! Unfortunately in our Tuesday morning testing, we ran into some issues… Notably in some controllers, the A and B button were swapped for some controllers (which was odd because it worked correctly in the downloaded version…). The other thing being the “Return to Main Menu” option in the pause menu would just crash the web page (likely due to scene tree reloading). If we had more time, we probably could’ve addressed it - but the crunch was real at that point!
Really cool mechanism. Loved the platforming, very snappy jump and nice feedback on jumping too. I had a problem when I moved too quickly between levels I got stuck out of bound could not come back to map.
I also loved how you make the return to spaceship a time challenge, a very smart move to add both platforming, strategy and pressure elements on the game.
Loved the platforming and the mechanics. I would pitch the sound down though.
Nice and hard retro platformer! :-) The music and sound effects were quite fitting.
Really good game, those gravity wells are innovative to me.
Graphics were a bit too low resolution and flat for my taste and I sometimes had some short scattering when moving around.
Impressive! I've had a great time playing this one :)
The gameplay is very smooth, and the gravity well mechanic is really interesting and opens many possibilities. The level design is pretty good, the only thing I might have hoped for is maybe more opportunities for chaining multiple gravity wells like in the first sequence where it appears (shown in your gameplay GIF).
Graphics and music are both very fitting!
I made the mistake to play the whole game with WASD + Z/C/Space and my hand was eventually hurting a bit from twisting this way, especially in later levels where you often need to place/jump/clear/place/jump/clear etc. My mistake for not fetching the gamepad which I assume gives a much nicer feel with both hands playing.
The story and writing were also pretty good, I'm looking forward to see if there's any post-jam future for this game. Definitely one of my favorite entries so far :)
Such a chill game. The Soundtrack fits the theme perfectly. Overall the audio is really crisp and on point. Awesome pixel art style. Well thought puzzle elements with this gravity thingy. Also the timer to end the levels gives it a great competitive touch. Love it. Congratz
What a great concept is here! That was so enjoyable to play, the art, the audio, everything fits. Not the type of game I usually play, but loved it still.
Do you plan on doing a post-jam version of it?
So I kinda managed to clone myself during the game, the clone would react to the same input but not jump everytime, if the clone died, the "me" would become the clone and a new player would spawn making it super hard to finish the levels because you would have to make both you and the clone survive. Almost like if the bug created a game within the game.
Other than that, the game is really well made, the art and music is cool and the level design is interesting.
Great job :)
That's my favourite entry so far! The gravity mechanic is so well done! Finally a platformer where you can play with a joypad...
And the nugget-time bomb is so clever, it gives a purpose to collect.
The other thing I wish, is not having to erase the magnetic field to put it on another place, it breaks a bit the rythm.
This game gave me vibes of so many other games lol thats amazing. Some included metroid, dk country, and ngl fallout 4 bc the bullet time lol.
Really liked the player animation
My time for the last level's return was 20 seconds I challenge others to try to beat that
Love what you did with the final room also
I LOVED this game. The gravity mechanic was so much fun. I really loved the moment in the second to last level when you realize you can (and have to) use the gravity well for essentially infinite jumps. It makes navigating the last level really interesting as you feel like you unlocked your full movement potential.
My only piece of feedback is that the collision of the corners of the platforms should not have been rounded. It was kind of annoying slipping off the edges (which I did a lot in the beginning until I trained myself to work around it).
I also really enjoyed the pixel art. The flipping jump was really well done. Overall, I really enjoyed this game and I definitely would have played a longer version of it.
Sound and animations made the movement really fun, once I worked out how to place the gravity wells it was interesting playing with that.
The little dialogue messages were cute, enjoyed it.
That's a really cool game you have here, with finally an innovative mechanic instead of the true and tested double jump, dash and attack actions. I don't know if you noticed it during development, but you can place wells on yourself in midair, giving you effectively flight. Also, the game can sometimes freeze when there are too many goombas, they would yeet themselves away and freeze the game. It happened three times here, and I had to manually kill the process both times. They also frequently yeet themselves out of existence as well.
Thanks for playing!
Yeah, we are aware of the ability to “fly”. It was a conscious decision to try and allow the game to be made more friendly if needed. Kind’ve like how Super Mario World has a cape. You could fly over the entire level (if you’re stuck or really need to), but can also play the level as intended. Obviously, if we were to make more levels, the level design could factor in a lot.
There are probably some optimizations with the rock monsters we could do to clean things up a bit. We did notice some issues with too many rock monsters in the epilogue, and did some efforts to clamp the numbers. But yeah, it’s definitely something to look at - thanks!
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