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Lunoracle
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Buck Bumble seems to really want a girlfriend.
I like the aesthetic, yet it feels like it could have used some game testing, since overall the experience felt like it should have “worked” many of the times I seemed to do everything right but the game did not think so.
I like the N64 vibes, yet this would definitely not work right with the analogue sticks, since it has such sharp turns.
Love the concept! Really cool for a solo project.
Fun premise. Could have used a little bit more thinning out the whole platforming mechanics.
Moving and placing dirt on the controller felt horrible, and merging the climbing with the wall jumping was way more difficult than it feels like it should have been.
Levels felt like they could be either longer with the levels condensed multiple into one, or remove some of them to focus on the fun gimmicks.
Felt really confused initially. Did not think I could climb, and just kept on wall jumping constnatly like it was Metroid.
Still, love the premise! Could be great with some extra work.
THIS DESERVERS A LOT MORE ATTENTION
I absolutely loved this. SPECIALLY because of the music.
Felt like a Jazz Jackrabbit Sonic clone with its own gimmick, the sand borrowing one. That much was amazing, and I absolutely loved the level choice area, made me feel like I was playing Kirby, another title I love.
The visuals felt like they could have used some extra work on them, but still unique enough. I really like the whole 2.5D style, with the houses in the back.
I played on controller, and I did not have any issues with the sand gimmick. Felt really fluid.
Would love to see a post-jam release.
One of the best looking games on the jam, but this is definitely a PS3 title.
About the theme, I don’t understand how it fits the “Summer Dreams” theme, yet we could say this is something you’d do in the summer.
I love riding a boat, since one of my favorite games is Sea of Thieves, but I really wish I could play as the first boat without struggling so much with the waves. When I was about to feel like I was having a lot of fun, my ship would just tumble over.
I LOVE the visuals! It’s not PS1, but it looks really unique and cute. Also love the UI, even though it’s not in the same resolution as the game itself.
I also love the whole sound design, yet it feels like you cannot feel it to its whole potential – When you play on the first boat – Because of how it very frequently just tumbles over.
Great potential! I wish this was more of a “Deliver, get money, upgrade” than a “race and try not to flip the boat” game.
Interesting premise, I love the softness of the whole context, yet it felt like the execution overall wasn’t as good as it looked.
Got me really confused when I wanted the text to display fully but did pressing any button completely skipped a line, and got really, really confused when it just dumped me directly into a level. Also, the first level being a maze is a big pain in any game, please keep in mind the progression of difficulty when designing a game.
I love the visuals. Really cute. Although, this is really not a PS1 era game. Maybe a Gamecube/PS2 prototype, but definitely not a PS1 title. Real time light, smooth but clunky movement, envinronmental reflections.
Still, a good premise overall. Good work!
This game surprised me in so many ways! I love the menu design ands the niche mechanics, the whole health/sleep mechanic alongside the time you’re awake really caught me off guard. Didn’t like too much the item mechanic, feels like it could have been done a bit better, if there were different quality items for instance, or if they were more scarce.
Still, incredibly good and unique. Really caught me off guard!
I’ve commented on the video, but I’d like to thank you here as well – You found some bugs we did not find before! And sorry if the level design confused you! We’ll be working to release the post-jam version throughout this month, fixing most of the bugs and delivering the game as we initially intended.
Thank you so much for the comment!
Most of these issues we’re aware of, yet we could not fix them in time for the jam unfortunately. We will be releasing a “director’s cut” fixing most of the issues, and fixing the voicelines that should have been instructing you. See this problem kind of as “you were supposed to be guided, but the guide got lost in the way”.
I hope that even with those issues, you were still able to enjoy it, because we did!
Thank you so much for your comment!!
About the design for the torches with the music: It was just for the gimmick. We just thought it would be a cool little addition along with the whole dark/light theme!
It was also way too dark in the WebGL version, which even after some changes, still didn’t feel like it did justice. Sorry for that! The game is planned to be expanded more for the “definitive” version, with a lot of the gameplay we couldn’t add due to time constraints, along with some fixes for those little things.
Hahahah we were deciding for the name for quite a while, looking for something that would fit the narrative/style, along with referring to the moon. Ended up being a last-few-minutes choice.
Good to know you were captivated by the story, and atmosphere, that’s what we were counting on!
We did have plans for a longer gameplay, but since we were only two and I’m not a very good programmer, I ended up taking too long to set a lot of the things up, which ended up taking a huuuge bit of my time from modelling and level designing. We are counting on expanding this story through our other games, or by a more “definitive” version of this after the Jam is over. Do consider keeping an eye out for that!
Hmmmm it still feels hard for me to see the bullets. Depending on the engine you’re using, you might be able to invert the palette of everything around it, so it’s a bit easier to notice. Although, it will still be hard I believe, due to the 1-bit limitations.
One thing you could do, would be lower the amount of rain. That could make everything a lot more visible.
Amazingly programmed, very interesting little bullet hell.
Could have had some better game design, since it was hard to see the projectiles I had to avoid (in a Bullet Hell, that is something quite important), along with the main mechanics of a bullet hell of well, having to avoid the shots, barely happened since the enemies barely shoot, but it felt incredibly fluid to play.
I do always love to see games that do what previous good games did well. Very unique and felt great to shoot those little spaceships :)
I know that the palette is between two colors, but that is not 1-bit.
The difficulty progression of this makes the game feel bland and uninteresting very fast, you need to first expose the player to more before making him face weird sets of non-stop obstacles. A game can be hard but still slowly expose the player so he gets the hang of it before having to face a challenge.
Felt like a bland platformer, and I also don’t understand where Light and Dark fit in this.
…Although, I do admit that there could be space for interesting gameplay by exposing the player to some smaller, more repetitive tasks, before making him face big non-stop ones. Changing the enemy movement patterns could also help a lot to make the gameplay more engaging.
This was insanely cool!! I really dig the GBC esthetic + RPG styled gameplay, but I felt like the fights could have had a little bit more polish (smaller/slower, delay between attacks, etc), but even the way it is, it got me SO surprised to see it hahaha
This is the first game I’m giving 5 stars on each rating, it was actually outstanding!
My suggestions if you are planning on expanding it…
- Make X run (And try feeling it yourselves!)
- Polish the fights a bit further
- Make a clearer way to know how to deal with the sunlight (option to skip time while inside a house?)
- (this is my opinion) In the fight, swap Z and X, or make it an option
Don’t take my words for granted though, it is your game! I am really excited to see more!!!