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GoodLittleGames

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A member registered Mar 20, 2025 · View creator page →

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Good to know, I'll take a look at that map!


The random map generation is meant to be more of a sandbox where you can create your own maps and scenarios. I can add a tutorial to explain how it works because you're right that it's not that intuitive.

Thanks! I'll definitely up the movement speed once the jam is over!

Glad to hear you enjoyed it! Yes, I ran run up to the submission deadline with this one. If I had more time I definitely would have added music and sound effects!

Just out of curiosity, did you try the tutorial or did you jump straight into the game?

The Viper and Racer both have strafing abilities. Abilities can be used with q and e on the keyboard!

Apart from the lack of a tutorial, I think that a more cohesive art style would be an improvement.

Thanks! I 100% agree on the UI. I tried to get it to work for both mobile and PC and in the end it looks like its not ideal for either one.

Thanks! In hindsight, I should have spent more time on debugging than adding in more ships and maps.

I liked the game, but screen resolution was cutting off part of the UI. A fullscreen button or smaller screen resolution setting would be helpful.

I think there is a problem with the screen resolution settings in the game

Looks like Story mode is broken

Ah ok, I get it now. If you keep working on the game then I think it would be really helpful to have a little tutorial.

It looks interesting, but I couldn't really figure out how to play. How do you use miners?

I think there is also a bug in the inventory. It doesn't seem to stay the same from day to day.

It looks like there is a bug in the selling window where one of the items will stay in the first slot

I didn't really get how to interact with the vice. I think that adding a little crosshair to see exactly where you are pointing might help. I also think that having the tutorial text disappear when that action is taken rather than when the player moves through it would be better since it is easy to miss something in the text and not know what to do.

Given that the zombie guy has a shield, I think it would make sense to add some kind of blocking game mechanic. Timing that could mix up the combat a bit and make it more engaging.

I know the lighting is meant to be atmospheric but I found it too dark and it was difficult and annoying to navigate in the apartment. 

Is the player supposed to just bounce off the finish line at the end?

I'd recommend having something that shows controls in-game rather than relying on the page itself.

I found the camera sensitivity to be too high and after running around for a bit I ended up falling into a hole that led underneath the map and wasn't able to get out.

That would be a great little quality of life improvement!

Thanks, that's exactly what I was going for!

Also, I checked out your game and liked it! I like the cartoony spaceship style and I think you did a good job with the progression system, which is admittedly a weak point of my game.

That's very good to know! I definitely got carried away a bit with designing ships and levels... That was definitely the most fun part of developing this game for me!

Some of the levels definitely throw you into the action right away, but not all of them are like that and some ships are better at handling that than others. I tried adding in a difficulty system that affects enemy spawn rates and # of lives, but I am thinking that if I continue working on this in the future the best way to go would be to add a kind of campaign that brings the player through the different maps in order from easiest to hardest. Is that something you'd be interested in?

As for the timer, I implemented it when I was working on the Survival level because without it the player could just wait out the clock in the ship select menu. I probably should have it be longer or removed altogether in the other levels though.

No way ahah. I just checked yours out and I like how you did it. Your art and UI is really nice and moving documents around (like you can in Papers, Please) is a nice touch

Pretty much ahah, although there are definitely some significant differences. If I had more time I would have liked to make it even more like Papers, Please by adding more storylines and better art

Thank you! I made things as modular as possible so new ships and levels are pretty easy to implement. If anything they are maybe too easy to add and I got a bit carried away ahah

The text in the trailer is a bit small and hard to read. I'd recommend using a voice-over or at the very least, short and clear subtitles at the bottom of the screen

I'd love to try the game but don't want to download. Any chance you can make a browser version?

Given that there is no reason not to be shooting, why not just have that be automatic instead of requiring the player to hold down the "z" key?

Is there a reason why mouse clicks aren't supported?

I'd love to try the game, but don't want to download. Is a playable web version possible?

I'm a programmer/game designer and looking to partner with someone with an artistic flair to work together on a game for this jam!

There's a few styles that might fit, but some mellow ambiance would be great!

Still looking for a programmer?

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Yes, a soundtrack would be great!