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A jam submission

AstRollnautView game page

A 2022 GMTK Jam Game about speed, movement, and most importantly chance!
Submitted by Megagon, TomisGreen, Xykrotik (@Xykrotik), Cycles (@cyclespx) — 29 minutes, 40 seconds before the deadline
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AstRollnaut's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#2604.2334.233
Overall#3603.7983.798
Enjoyment#4143.6513.651
Creativity#10463.5123.512

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
AstRollnaut is a game all about speed, movement, and most importantly chance! We aim to showcase the theme "Roll of the Dice" via 2 methods; Physical Chance Dice scattered through the level that the player needs to pickup to explore further through the stage, and through the random effects a dice can give the player. The results of the roll can be positive, negative, or neutral, and you won't know which until you take a chance and "Roll the Dice"!

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 30 to 21 of 30 · Next page · Last page
Submitted(+2)

in my top ten games! 

Developer

Thank you so much! ❤️

Submitted(+1)

An interesting twist on the Metroid genre! The level-design is a bit confusing at times. There are very few check-point and dices at the start, it's easy to get stuck on a couple of run without progressing. I also encountered later some hard platform sections that led to nothing, or just didn't have enough checkpoint to allow to go further. I went as high as I could, with a lot of upgrades, but wasn't able to find the end. Also losing some upgrades feels really bad. Especially double jump and wall-jump: it made me feel like I've lost a lot of progress and must go farm for another couple of runs before being able to explore again. Globally there might be some adjustement needed to make the game feel more balanced, with a better feeling of progression.

But beside this, it is still a fun platformer! The physic is really great, controlling our character feels always nice. Movement is fast and fluid, while stille remaining precise. And once you obtain enough upgrades, it is really fun to fly around the map. On top of that, the visuals are very polished, it's just great to look at. Despite not being able to finish it, I had a fun time playing it. Well done!

(+1)

This game reminds me a lot of Johnny Upgrade, but I think the powerups being stuff you find in the level and being random is a really interesting change of the formula. I found the map a little confusing (it felt like I was getting to the same place no matter how far down I went) and the powerups are shockingly different in terms of power (double jump and wall jump are extremely strong, but I do really like the spikes on/off one).

The art is super cute and exploring the area is lots of fun so even with my small complaints it's my favorite of the games I've played so far, great work!

Developer(+1)

Thanks! Glad you enjoyed it! 

Submitted(+1)

Wow, this game get all top ratings from me. Incredibly fun game! Control is super fast and tight, perfect amount for a platformer game. SFX and juice are the right amount. Usually RNG can be quite dangerous as it can make the player feel cheated, but somehow this game strike the perfect balance between powerup/down from each dice pick up. One small criticism would be the map is way too big, and hard to navigate. A minimap would probably help. But I guess it is the point of the game, to go fast and learn where not to go for the next run. Overall, incredible game. I think this is one of the best submission I played in the jam so far. Great job!

Developer

Thanks so much! Yeah, we'll definitely look into making the game easier to navigate if we continue work on it. 

Submitted(+1)

Damn!What an exceptionally nice game idea as well as the pixel art visuals, also the sound effects were spot on and the music too.

I really enjoyed playing this hectic runner...

Submitted(+1)

Congrats on completing your game in 48 hours! There's a lot here!

This is probably the best feeling and looking platformer I've seen all jam. The controls are responsive, movement is satisfying, and once you get a few powerups, traversing the world feels exciting. Nicely done. The game just looks and sounds great, too. Beautiful sprites and crunchy sfx. 

However, the world is just too big. Some sort of indicator of nearby dice would have been great. It was a little frustrating to have to run aimlessly and hope to find something for progression. And then if you find a die and it takes away a core progression upgrade like the double jump?? That felt really, really bad. If there is a random chance for something bad to happen, tying it to the same event for a good thing to happen can make for some really bad feeling gameplay moments. Your core design requires the player to collect dice, but having that design sometimes randomly regress progression just doesn't work. And related to progression - I lost my double jump, respawned at my very high flag, jumped down and accidentally grabbed a much lower flag. And that reset my progress? I gave up after that point. 

A really nice looking and feeling game with an interesting core design that just needed more playtesting I think. Find the fun and focus on it! This jam encouraged things to be random, but it's okay to not let that theme control where the fun is in your game. 

Despite my criticisms above, I still really enjoyed this game simply because it felt good to play and looked great. Easy full marks for presentation. Good job everyone. 

Keep making games!

Developer(+1)

Thanks for your feedback! I agree with what you're saying, we shouldn't have included negative rolls. I think the original idea was going for a more risk vs reward feeling but that may have gotten lost along the way. The ability to return to earlier checkpoints was intentional to ensure that if the player lost an ability they'd always be able to drop back to an earlier point and wouldn't get stuck. 

Submitted(+1)

Crazy level of polish for a 48 hours game!

Nice minit like metroidvania. The movement is incredibly tight, which is crutial for a speedrunner game like this. I feel like there is little insentive to run to the further dice from the flag, as they still give you the same random effect as the dice two meters away, I kinda wish key powerups would be in those hard to reach places.

In any case - great job! Amazing game!

Submitted(+1)

I am so impressed with the quality of the game and with its complexity! That's wow! 

You did a such amazing job - well done!

Submitted(+1)

Very cool little metroidvania! The controls feel a lot polished.
I found the ship in 12 minutes, 31 runs!
Malus dices are very frustrating ^^
I'd like to have a way to make some abilities permanent and a button to automatically restart from the last checkpoint :)

Good work! The game is really complete with a good level design.

Submitted(+1)

Very tight platformer mechanics! Works perfectly. The character animations are very fun and fluid. Great work!

Viewing comments 30 to 21 of 30 · Next page · Last page