Thank you very much :) Maybe I'll work a on a bigger version someday. I'm usually very bad at making good characters or universe but I saw "Where the Wild Things Are" with my daughter one week before the jam and I took a lot of inspiration from it
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Well the gameplay/balance is 100% theoretical. I had problem to manage my time on this jam and ended up with almost no time spent on playtest. I know it's a big mistake, and at this point i'm not totally sure that getting the 4 locket parts is actually possible.
I like the atmosphere and the intro was good. The control are really difficult to get used to. I sometime drop the mouse to use both hands on keyboard and be more efficient. The wall slide slowdown also mess up with some jump when you re near a wall. You can try to slowdown hero only if he goes down.
Moonrace is an antigrav racing game with a trick -> You can only use thrust or fire to control your ship.
The game features 8 different ships with their own weapons set and playstyle !
Multiplayer is also supported : up to 8 players !!! There's an option to use one controler for two players if you don't have enough controllers
Moonrace is our entry for the game off 2020 game jam
I worked on this idea again in 2019 for 2-3 month but the result was not as good as I expected. So I gave up on this idea. I still love the core idea of this game and I'm happy to see people enjoying it !
The spaceship turn way too fast for me to be able to do better than 471m. I understand how you want to make the game fit the theme, but It's frustrating to not being able to play longer, especially for the powerup system which seems very interesting.
Well. Before playing your game I was thinking the "removing control from player" approach was not a good one for this theme. You totally changed my mind about that. The game game is gorgeous and the gameplay really work. The kick attack really help to not feeling too much powerless when some important control are missinged. This is very smart.
I find the game fun but very slow. Maybe every move ( turn and forward ) should be stacked as potion so you can use them whenever you want. Another solution would be to remove the turn action and let the player do the turn with a left and right button for one action point.
The game is pretty simple but it's easy to progress and the difficulty curve is nice. I would have prefer more oriented puzzle levels ( with warper, move refiller positions ) instead of just avoiding ennemies. But I guess such levels woudl be way more long to design...
I finished Spectacle yesterday and Infested today, they are both wonderfull games. You made me discover this genre, I already had a try at Shadowgate on emulator a long time ago, but got quickly discouraged. Now I guess I will have another try on these nes classics, it will help me to wait until your third adventure game !!
Slavery and weapons are not like other resources. Some law can forbid slavery or weapons and cut your trade routes. It could have work with drug, I didn't think about offending anyone with this choice, I just wanted some quick illegal trade idea ( it was a 48h game jam )
The ship should be re-spawned in a zone with no monster or danger. There used to be some case when it was not working ( laser beams or flamer ) but it should be fixed now. Do you remember what monster/danger killed you on respawn ?
Thanks for the detailed report !
The girold 2 unkillable rolling pills should be already fixed on 0.79 ( you can see your version number above title on titlescreen ) Girold levels have also been reorganized. Please tell me is you still feel they're too long this way.
I will try to fix all the other bugs reported on the version 0.80 release ( probably this week )
Hello ,everyone !!!
I need some beta testers for my action game voidrun .
There's a free downloadable demo but here's 10 free product keys for the full version :