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Leafenzo

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A member registered Feb 02, 2019 · View creator page →

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I haven’t finished it yet, everything’s been kicking me in the BUTT so far. but it feels immensely special :3

the writing is wild, and i like how GOD… is.

CAW!!!!!

pretty good i think

this game is actually amazeballs fr.

unique idea and wonderful art :D another comment suggested that the camera moves too quickly, and I do agree that the movement of the camera makes it very hard to place and remove blocks accurately. if you wanted to change that, one idea would be to make the camera unmoving unless the knight got near the edge of the screen, and then teleport it a screen’s worth of space in that direction.

y’all did fantastic! especially for a first jam ^^

Current bugs! : 

Accelerator wheel does not appear to turn. It is turning, it's just invisible. No other wheel does this. It didn't do this yesterday. I have no idea why this is happening.

Some switches need to flicked twice at first to turn on.

Door doesn't do nothing. This is less of a bug and more me not implementing anything yet for that.

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We're planning on continuing development, after the jam.

Rather unfinished I'd say, there's no game-play goal yet I'm afraid.
The outside environment is mostly empty.

(This is all a bit critical, but just to confirm I'm not writing this spitefully whatsoever.)

Gameplay wise it feels pretty tedious. Here's what I think may be causing that, and some possible solutions:

Movement speed is simply too slow. The walking speed around the planet could certainly use a big increase. The space speed could probably be doubled, and you could get away with even further speed increase on that by making the deflection off a planet even faster. 

The respawn system is a little confusing. If you fall off the map, then you are given a choice to respawn at the starting planet and keep all of your progress. Yet, the second you become brown you're forced to entirely restart. The only consequence for dying is having to do the puzzle all over again. Which greatly adds to the tediousness. The easiest solution for the problems in the death system is to simply not have one. Especially for puzzle games, for puzzle games death systems are by default unnecessary.

There is no way to keep track of your progress on unlocking the planets.  An indicator on the planet after you've unlocked it would help to keep track of that.

Onto other things:

I'm glad that there's a hotkey for the color pallet, it would be nice if there was a hotkey for the map and maybe even the controls as well. 

Art wise I would recommend making the colors on the planets less saturated, meaning instead of them being a raw 100% neon color, instead tone down the colors a little until it looks relaxing to look at. The dark purple planet already does this.

It's a pretty fine puzzle design. Perhaps the color mixing is a bit nonsensical, but other than that it's a legit working puzzle. 

The art for the player astronaut is pretty good.

While I think the respawn multiple choice system is a little confusing, I like the wording behind the accept fate option.

The music is pretty great, very great. It captures the atmosphere of a calm space puzzle well.

The mini map is not always accurate, but I'm certainly glad it was there. The zooming out based off of how fast you move is neat, but that was sometimes a little sudden.

 After you know to watch out for the missiles you can generally always dodge them, so they didn't often score cheap hits, which is really nice. 

The sound effects were fine, although the mixing could be a bit loud at times.

I did end up eating all the planets in the first system which I thought was good enough to be the entire game, but then it went to a loading screen for the next system, even said it was randomly generating it? Which is pretty impressive. 

But either way the second It loaded some pretty awesome glitches happened, it created about 50 of the player ships and then planets filled the screen along the edges. It was still playable for a little while although it was running a little slowly, it did crash after I tried harvesting the whole system with my fleet. Since the glitches happened after I had a full game to play it was honestly a pretty fun experience to mess around with.

Here's a screenshot. (By the way anyone reading this realize that this glitch happens after the main game and is not an example of the whole game whatsoever.)


The only real aim of the game is to try to blow up the planets, by colliding into them head on while holding space to boost. That'll trigger a slightly misplaced exploding animation and destroy the planet.

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Just a little bit  too slow, in my opinion. -Then again balance wise, it might be pretty important for keeping the player from just flying around in space all the time.

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Played for an hour,  Not sure what much else I can say beyond that. Pretty much a fully fledged game, the only problem is some slight lag near the end for me.

The gameplay is great, nothing annoying about it. The controls are smooth, the gunshot speed feels right. The music is a bit lacking, but the sound effects are pretty decent. (I especially like the planet landing sound effect and animation, really satisfying.) The gameplay just in general doesn't have any nonsense, nothing artificially slows you down. (Except maybe the in space turn speed.) 

Wow yeah that would have been a bit easier... well at least I learned alot of code! That honestly wasn't even the worst thing I did, I also absolutely refused to use the Bounds function for the camera targeting too, just to save on a tiny bit of optimization, ended up taking 4 hours.

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This is pretty promising! Especially for so early. The controls feel really smooth, although the planet landing is a bit finicky, I always want to try landing on a planet just a little further away from it. I love the look and the wobbling of the delivery ufos. 

I would recommend adding something to make moving from point A to point B more interesting. 

Imagine this, you can press space to boost every little while, and then there are asteroids or some other obstacle that if you run into you lose some resources? This would add a balance between getting resources quickly and not losing what you already have.                                                            Well maybe do something a little more interesting than that, but something along those lines.

Also I would recommend something for helping players with time management,  some way for the player to know how much time they have left on their deliveries. The player wouldn't really need to know about the times on all their deliveries,  just the one with the lowest time remaining. Maybe a little warning alarm goes off too if you're running out of time?                                                                              

That's all just what I think, don't follow what I say at the detriment of whatever else you have planned of course.