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(+1)

Thanks for the feedback ^_^

Well, mostly it was all about the time limit. We started on monday (with five days till the deadline), and the artist who made characters and their animations only had like one hour in the evening after the day job, and most of the work she did on the night before the deadline :) So different orbits for each character - yea, I wanted that, we didn't have time. Maybe after the jam scoring is over I'll just turn the sprite black-n-white and set the color in the editor, we'll see :) 

Four days of coding for me (and one day of making music) - not sure I could've done more. There's lots of little stuff that could've been added - different character portraits for the dialogue, more dialogue variants, but in the end it all had to be cut... I'm not a professional programmer (yet?), maybe I work too slow, i dunno :)

Changing orbit speed is slow - yes, I wanted the player to feel that it's a PLANET. Even if it's little, it still should be slow and have some momentum. And yes, it helps keep the challenge.

Background and foreground graphics were indeed done by different people. We're not a professional game making studio so no art director who coulde've made sure all the art is consistent and done in one style throughout. And the 'girl' planets do have a kinda similar color palette :)

'Some asteroid hits in level 2 are not registered. So a planet is hit, but doesn't take dmg.' Umm... Are you sure? Because I've never encountered that, but there's another thing which may lead you to think that planets sometimes don't lose HP. A planet has a max of 4 hp. When its hp is more than 2, this excess hp is represented as a coloured aura around the planet. And there's a bug (and it should be fixed, I agree, I'll look into it after the jam scoring is over), which makes this aura shine bright and start slowly dimming only some time after the damage is registered. Like it has 4 hp, it got hit, and you don't see any difference right away, but the aura will change in a couple of seconds.