Thank you so much!
Of course, taking the proper time to rate games takes a bit, but yours was well worth the wait!
For a game about waiting, its really spooky how things are normal, a strange sense of danger sits around. I didn't manage to complete it because my tired mind cannot solve these puzzles, first one was obvious for skipping waiting, but eventually I just didn't know what to do..
Great work, the level design was phenomenal
I liked the base of the story, there could have maybe been deeper exploration of the themes. But with a 1 week game jam, it can be pretty limiting.
I think there may be a bug after the bunny level that the backpack doesnt appear, I had to restart to fix it.
The main character and the rest of the visuals clashed a bit.
You were spot on with the theme and it works really well to this story!
What an interesting concept! The autotravel was unfortunate as I would have probably enjoyed more of the shooting aspect of the game. The levels had fun mechanics tied to them that expanded what you knew to add further complexity. The rewards felt a bit repetitive after a while but there is a nice bit of concepting to making funky ships!
I love space games, so I was immediately interested!
This game had some very pretty moments. The giant spider bot was my favourite, seeing him move into the water was impressive. I am wondering whether everything was animated or if you guys did all the movements procedurally. The flow was immaculate. I must say the ship has heavy NMS vibes, along with the start I just thought I was playing NMS anyway.
The audio could have had some more love with extra sounds to make things feel more alive, but even with what was there, it was still really good.
It was a really beautiful experience!
To achieve all this as a solo dev is impressive. I must say, you have a talent for game design. There are small things that very often get overlooked in games that you had done wonderfully.
The reminder for pressing up to interact on the first interaction, the slow scaling of difficulty, introducing a mechanic and requiring the player to master it as you get further. A good blend of what is known and unknown. You have some nice teaser moments such as showing the delivery station of the fire level but you cant get there and and up falling to a very nasty level.
Pario is very cute and the animations are nice. The biggest weaknesses of this game is the lack of audio and the ui. But doing all of this yourself is just wow!
It's unfortunate we do not get to see what the end result was. If you did version control with git, id be happy to help you out on fixing up a nice build for webgl.
The vibes are immaculate! The encroaching darkness is really nice and it doesnt feel like you need the flashlight to see, but rather to clear the fog.
The chase part was really neat but I had a lot of issues with certain parkour and the respawning of the chaser, hed constantly spawn in front of me and in some places it was near impossible to progress because of it.
The style of the game and gameplay is really nice! The audio could use some love, you'd be impressed how much is added to a game just by having audio.
Thank you for the suggestions and nice feedback! This is very detailed and helpful for our further development!
The ending is very unfortunate and needs some work, it definitely is one of the weakest parts of the game. There is way more for the fuel system that isnt event visible, I spent the first day designing a whole system for different location travel but all of it go cut for what it is now, all very sad.
The player character can sprint, or is that also still too slow? We could tweak the speeds if both methods are too slow.
Other coder was lured into the trap of RNG for puzzles, but only had time to make 4 puzzles, so the 25% chance did not work in your favour. More are being cooked up but we should work on having the random system more refined.
Funny story is that Nug wasnt supposed to be an npc, instead he was a reward for the level that is part of cut content, but now he is cut Ph'nglui. In a future update I want him to actually accompany the player
Haha, we ended up removing a lot from our planning, overly abitious thinking we could manager 12 unique locations. But i do think the polish to each level is a lot better than 12 bad ones. I will draft up some way to make the progression more fun and less repetitive on a loss!
Thank you for the nice feedback!
Very cute game! I like the variety of minigames, although the controls can be difficult to read on some of them due to colour issues. It may also be good to put up some pointers on the map that guide the player where to go, especially for the start, i just went right past the collect package zone without knowing that I had to pick some up first.
I was a bit lost on how the minigames related to the package duty, but they were fun and the artstyle really cute