Thanks! I tried to do a bounding box but it didn’t work out in time, I’m thinking maybe an asteroid belt to border the map. It definitely does need a proper background, that and the map are the first things I’ll be working on after the jam!
Séb
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This was really good, what a creative take on the theme! I really enjoyed playing it (though I definitely should have read the signs properly at the start). I think an interesting idea could be that you instead bring the displayed food to the shrine and then you can get the rune in return to add to the pot. With a bit more polish on the level I could see this becoming a fantastic multiplayer party game if each player got a different recipe and you had to race!
Pretty good concept, I really like a relaxing game like this with more of an exploration emphasis, and the music really helped to fit the vibe of the game. I think the shipwrecking mechanic is a bit annoying and doesn’t add much to the game, especially since you can shipwreck on what looks like empty sea (at least at the front right corner of the level. Other than that though, I enjoyed it a lot!
The concept here is really good, but for me it feels maybe a little too luck based. I’m not sure if I’m missing something, but there didn’t seem to be a way to figure out where the items were, so I was mostly guessing. Also, would love to be able to hold to keep walking! I’d be interested to see a more expanded version after the jam!
Amazing work! The building in this feels so good! The rocket controls were maybe a bit loose for my liking and some of my ore deposits got stuck under the level near the elevation changes, but this is a very impressive entry! Maybe consider showing the scan radius for the probes as well so it’s easier to plan your scans?
Really like this idea! Found it just the right amount of tricky. Would love to see an expanded version of the same concept. I had a couple of issues with it not placing a block directly in front of me, and it making a path next to the one I built when trying to fill in a square or two, so maybe some snapping logic might help the player experience.
This was excellent! I was super impressed by the level of polish you were able to pull off within the time limit! I would definitely play an expanded version of this game. I couldn’t figure out the heavy attack, but the other abilities worked well. Some minor quality of life improvements I would like to see would be being able to hold to walk and a keybind to mine in addition to mouse click. Excellent work!
This was really intense! I was impressed by how polished it all felt, the main thing for me would just be that it feels like you run out of ammo very fast, so it may be worth looking at the balance there (it felt like I was getting way more health pickups than I actually needed, so tweaking spawn rates could help perhaps?). Amazing work!
I just played again to recapture the error and it happened just after the log after the third level again:
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
RuntimeError: indirect call to null
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invoke_iiii@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:361629
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@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[20249]:0x85a863
@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.wasm:wasm-function[20249]:0x85a8d4
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browserIterationFunc@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:201262
callUserCallback@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:154460
runIter@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:155736
Browser_mainLoop_runner@https://v6p9d9t4.ssl.hwcdn.net/html/8366751/Build/WebGL.framework.js:3:153995
Hopefully this helps a bit!
Always a fan of a neat RTS game, I think the main improvement I’d like to see aside from expanding the game, is the controls. Menus without options are just a place for a player to get stuck, and I think this game could benefit from a more traditional RTS control scheme, where you have a key per action, e.g. E to explore/harvest, F for factory, H for house, M for mine, P for power plant. you could instead use more grouped keys, but this would make the game easier to play.
Also, I wasn’t sure what the win condition was, I filled the entire surface with a decent mix of buildings so then could not do anything, and just waited for ticks to go by to see if something would happen. Keeping the win condition a mystery can be fun, but in a case like this I just don’t know what to do, and seemingly can’t progress, so may be worth adding some guidance! Great concept, hope to see it developed more after the jam!
Great idea, I enjoyed this game a lot. An issue I found is because the asteroid rotates, you can spawn while the entrance is far away (at least on lvl 2) and waste most of your energy getting to it, which is a bit of a pain, it would be ideal to make the spawn point rotate with the asteroid. Would definitely like to see an expanded version after the jam!
I liked this a lot, and the concept of the dungeon collapse. I’m not sure what the safety meter was for, I didn’t seem to encounter any danger, and it seems like you can take as much time as you want before getting the key to collect things, so it might be good to have a timer for the entire game that accelerates after getting the key? Great game!
Definitely a nice concept, I think it is missing a bit of difficulty though, you can spam attacks quite quickly which means there isn’t a lot of challenge to taking out the enemies, maybe some more enemy variety or attacks would help! Gaining knowledge from dungeons is an interesting take on the theme though!
Good idea, the bullets don’t move very quickly though so you can match their speed more or less with the ship, and there doesn’t seem to be much benefit in fighting the enemy ships versus just running away to Mars. Might be good to make it a bit more of a challenge, but the handling is very nice and the concept is good!
Thanks for the feedback, these are some great points! The resources were originally planned to be a bit more advanced, but to hit the deadline I just hardcoded them in for each planet (the sprite actually corresponds to the production type!). Thanks for the idea for the camera snap issue, I’ll definitely give that a go, I’m very interested in playing with the camera more to add to my games.
Interesting idea, I only learned about the second rules page from reading another comment, so definitely would be good to make that more obvious! I tried focusing on planets, but mostly holding the click and swinging wildly seemed to yield the best results, which made it feel a bit less fun, would be good to reward precise/strategic play a bit more!
Thanks! The camera snapping was intentional to try and make it easier to see the planet info and to provide some focus, though it was meant to be a more gradual shift and it didn’t turn out quite right :S
The animations for the planets would be a good idea, maybe something with clouds or rings or little moons could be nice, I’ll keep that in mind for after the jam. I attempted a starry background, but it didn’t turn out very well, so I’ll give it another shot after! Thanks for the feedback!
Thanks! A minimap has been a very common request, I’ll try to implement one after the jam, or maybe a little indicator to the nearest uncovered planet.
I had hoped to have a bit more complexity in the system beyond just buying and selling directly but ran out of time, it’s primarily meant to be a resource management game but I wanted you to be able to help the planets get to a point where they could develop on their own, I just overscoped that a little 😅