Thanks for the praise !
I see what you mean about spotting where the player is on the expanded map. I'll consider blurring the background / ship or something, for now I just added a blinking effect upon expanding the map, that should help a bit :

Oh, I see how this might be confusing playing on the computer but the heading and cargo are not actually sliders. You just swipe right/left or up/down anywhere on the screen to change their value. Its also purposefully kinda low on sensitivity so players can easily select precise values.
Thanks for playing :)
Interesting concept. Took me a while to get it but it has potential. I really like the chill atmosphere and art (the music probably had time to loop more than 10 times over while I was playing but it never annoyed me, which says a lot).
I feel like the tutorial is a bit too long though. And the game gets difficult way too fast. At least for me^^ I stopped after completing "Case 1 : Red Harrings" by the skin of my teeth with just 1 "time" unit left after 6 or 7 attempts. I don't know if I was unlucky with all those "Red Herring" items or if I just suck...
To be fair, this kind of strategy / puzzle game isn't really my thing to begin with. So I would wait to see what others think before making major changes to difficulty^^
Also, a few minor things :
- The writing speed for the dialog feels too slow (I know you can get the whole text instantly by clicking though). I would multiply it by something like 1.5 or 2.
- You have 2 fullscreen buttons. I think you should keep the one from Unity and remove the one added by itch.io that never works well (it's in the edit game page, the option : "Fullscreen button — Add a button to the bottom right corner of your embed to make it fullscreen").
At least, that's how I handle it for my webGL games :)
- A custom mouse cursor would add a lot to the style of the game I think. Something thematics like a pen or magnifying glass maybe ?
Anyway, great entry overall, good job :)
Thanks for the detailed feedback. I'll definitely implement some of these suggestions in the near future.
The + / - buttons to zoom on the minimap is a good idea and shouldn't take long to implement.
As for having data about all the previous attempts, I actually had the idea from the start but decided to simplify things to avoid information overload. I might make a whole "Flight Logs" panel that you would have to turn on I think...
For the annoyance of not being able to retry right away, you're actually not the first person to mention that^^ I just pushed an update that makes the retry button always active.
Thanks for playing ;)
Hey, thanks for the feedback !
I'll see about the game not quitting in the browser. It's a common problem I think but at least it's quitting properly in Chrome for me.
I get your point about the game feeling too slow at time. I was going for a chill / contemplative atmosphere but I guess I could speed things up a bit.
About seing farther, the fullscale map (you can click on the minimap) was meant as a way for players to plan their route beyond what they could see. But letting the player explore the level freely before the launch is definitely an interesting idea :)
For the cargo, I understant it might not be obvious, it's making your ship heavier / lighter. I'm thinking the game needs a tutorial and at least one situation where they have to adjust it to succeed. Like being near a blackhole and needing to reach escape velocity by setting the cargo very low...
Thanks for playing !
Nice little game. With some sound / music and some polish it could be really nice.
I think there is a bug sometime when you reroll, some of the selected cards don't reroll and some of the unselected ones do. Or maybe I misunderstood how it's supposed to work. Also is a draw possible ? I played a game where we both reached 0 at the same turn but it said I lost :( To be fair the enemy did more damage^^
Interesting gameplay with the tilting of the screen. I imagine the concept could work nicely as a simple mobile game where you physically tilt the phone to play (just an idea).
I managed to complete all levels but it wasn't easy^^
I feel the controls over the tilting could be improved. Maybe with a smoother and more progressive tilt ? I'm not sure but I would often overshoot and end up dying in spikes :(
I'm aware that's kind of the whole point of the challenge though :)
Other notes :
- The music feels way too loud even if I set it at 20%.
- The instruction text for each level should only appear the first time I think. Having to skip it after dying when you just want to retry right away kinda breaks the flow of gameplay.
- Also, a minor thing : In addition to arrow keys, I would add WASD controls for people used to those.
Impressive ! For some reason level 5 was almost all white (but I beat it by going straight) and I found level 6 had a big spike in difficulty compared to the previous ones. In the end, I beat all the levels :)
The art and atmosphere were great and the voice acting at the start was a nice touch.
Great job !
Hello there, with only 2 days remaining to vote and an average of less than 8 ratings per game, I thought it could be interesting to throw around recommendations to motivate people to try out more games. So, if some games stood out to you as being particularly good, interesting or unique, mention them below.
Oh, and one rule : don't mention your own game, that's cheating :)
I'll start with those two :
THE LAST WALL https://itch.io/jam/mini-jam-122-intermission/rate/1851866
If I had to bet on a game winning this jam, it would definitely be this one. I'll just say that it's really good, and if you haven't tried it yet, you should.
Underfunded Rocketry https://itch.io/jam/mini-jam-122-intermission/rate/1851519
A really fun game once you figure out how to control your rocket. I spend quite some time on it and it felt really rewarding when I finally finished it (aiming for a planet orbiting the sun was quite a challenge !)
One of the best games I've played so far in this jam. I felt a bit frustrated by the difficulty as I wanted to try out all the upgrades but couldn't get far enough for that (my best run was wave 25 or something).
The game is very polished and the whole concept is quite good. Was very fun to play. Great work :)
I liked it. I had a few issues that most people already mentionned (like the camera being a bit violent when you change direction). Other than that, I couldn't help but think the game would feel so much nicer if you could aim directly at the enemies with the mouse (but also much easier I imagine) but I that's a completely different direction in terms of design I guess.
On the positive side, I liked the atmosphere, bosses, music etc. The game felt quite polished. Also, for some reason, it's the only game with a top-down view in this jam (that I've seen so far anyway) so that's refreshing !
Good job :)
Great game. Very minimalistic, but that worked well. The controls and abilities felt very good and satisfying. Also, it was very well designed in terms of layout and difficulty (keeping in mind I generally don't enjoy difficult games).
I don't really have any negative to say about it, except maybe the lag spike we can get when smashing too many enemies to pieces but that's pretty much it.
Fantastic job :)
There is a really cool vibe with this game. I quit at some point when I didn't where to go, I had only unlocked the cute companion and the sword. I think the world is a little too big, or could use some more direction. Otherwise, the art, animation and music are great and help create a really chill and relaxed atmosphere.
Great work :)