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(+5)

Obligatory comment on the stunning audio, art, and graphics, I just want to stare at it all day long, it's so amazing! (coming from a guy who can only draw triangle shapes haha)

That aside, and if you'd accept some constructive criticism, I feel like the main mechanic here is out of focus. That central focus: timing your impulse to bounce from planet to planet on the way out from the center, I'm just not seeing that explored in a fun way with the gameplay here.

I know from the comments below that you are ready to do some tweaking, but before you just start changing those variables in the script I'd ask you to take a step back and look at the design holistically, and really try to refocus and nail down what you are going for here. It's very easy to lose sight of that, especially when working on a large project with a big team.

All that said, I'm still astounded you accomplished this much in the 48 hours, and I look forward to seeing the updated version!

(+1)

Thank you so much for your constructive comment, and I'm glad you like the art! ^_^

Thank you cjgunnar ! :)

Let's say the design slightly drifted from what we first pitched, mainly due to time and production constraints ^^.
You may be right in saying that the central mechanic is out of focus, and we would have certainly tweak how it works if it wasn't for the deadline getting closer and closer.  
I'm not the designer, so I won't elaborate too much but we all agree we probably spend too much time and focus on driving the team, and might have, as you said, not step back enough.
I think we are trying to acknowledge of that and, from those already there, it was already an improvement compared to last year edition. I'm sure will do better next year ^^.
Thanks for your constructive feedback though, we'll try to keep your advice in minds when we'll iterate on this entry again (probably after the shit-ton of bugs we need to fix first xD).

(1 edit)

Constructive criticism is always appreciated ;) Thanks for the feedback !

We have a very clear idea in mind of where we want to go with our game, but timing and production constraint made us change things to make it in a releasable state for the jam.

The base is here and (as you know ^^) we need to tweak it :) And there are some improvement along the way too :)