Thank you!!
Dead Rock Games
Creator of
Recent community posts
Yea we were torn too on what to do here. Our original thought was to have it go straight outside to the constellations because it would be satisfying to see the fruits of your labor. But We were concerned that would make it too "gamey" and not as immersive. An alternative solution we have but couldn't do, is just have more interactive things to do in the observatory before you look out! Showing that things mechanically change within the observatory to allow you to see an immersive way how your success pans out! But ya not enough time to do it all! But it's a great piece of feedback and one we were critical of internally as well!
I really love the idea here. Took me a minute to understand what was going on but after I realized I was stoked to play through the levels. I got to the level with the box on your head, was that the last level? I kinda got stuck and couldn't get farther. Either way, this is a super interesting idea! You should keep developing this. Great job for your first jam game and congratulations!
WOW! I mean that'd be so great! But we are also aware there are just other games that are clearly amazing! And we are by no means expecting any recognition outside of the people who have been playing our game! And all this has done, has sparked our identity of the types of games we want to begin making! Including finishing this one! So thanks for the kind words and support! It means a lot to our team!
To be honest, we're in the middle of sort of redefining the games we want to make. Our current long term project is on Steam, Intergalactic Battle Roosters. It's WAY different from this. We used this game jam to test out and share some world building we had been doing and the response has been incredible so we're actually trying to sort out how we might change gears. Part of that plan is to try and grow the name of the studio over individual games. So this might be the path forward for us. We'd love to share some of our process but don't have anything really set up yet for that. Soon though, soon!
Thanks for playing and for the feedback! Yeah, we weren't able to do anything more complicated with the puzzles. Our goal we set before the jam was to try to create a very polished experience, so we focused on that over mechanics and complexity. Glad to hear you think we succeeded in that department!
Hey! Thanks for the compliments and feedback. Your description of the Seer just waving his staff around trying to connect stars made me laugh so hard hahahaha. That's hilarious. No, it wasn't a reference to memory, it was just the simple fact that we sacrificed more complex puzzle mechanics in favor of atmosphere and immersion. We just tried to make the overall experience of connecting lines tactile and enjoyable even though it's very basic.
I think you're the first one to ask about specifics in terms of the story/narrative. We have been casually "world building" over the past several months just as a creative exercise and as a break from development of our current game. We've haven't had a lot of experience creating a heavily narrative game, so that was our goal for this game jam. We brought in some of the ideas from those world building exercises and I spent most of Thursday morning writing while workshopping ideas with AJ and then he'd bring them to life with the art. I've got like 3 pages of an outlined story in my notebook. Originally it was supposed to be 5 visions/chapters, but we down scoped to 3 because game jams haha. It was a fun change of pace for us, but also, if it was too abstract or didn't make sense we'd love to know!
Thanks again for playing!
Thank you so much! I remember thinking at the start of the jam, "ok, I NEED to just put the options menu in now or else it won't get done...", and then I didn't and it never got done hahaha. We really appreciate the love! Thanks for the energetic response!
P.S. - We are heavily anti-tutorial haha, when the goal is atmosphere and immersion, tutorials are enemy number one. We try very hard to deliver a smooth and intuitive experience in our games. Were there parts of the game that were very confusing or that we could've done better in making more obvious perhaps?





