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Moon Light Games

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A member registered Oct 25, 2015 · View creator page →

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Thanks! :

Thanks! Yeah, for the limitation I focused more on the gameplay being non-violent and I realized only at the very end that the theme may be seen as violent. (It's also really hard to do a failure state that doesn't imply death :)) In my mind it wasn't a big deal, I saw it just as part of the natural cycle of life and not as something grotesque or overtly violent, though I can easily see it both ways

Thanks for playing the game! :D

Thanks! :)

Played it again, I like the improvements you've made! The music and sound effects add a lot to the experience and the monster animations make them feel way more alive. I also like the new mechanic of clicking when you want to scare bears

Quick question, how did you do the squishing animations? Is it inside Unity, or are you using another program for that?

I really like the concept of the game, the idea of being careful which colors you can touch so that you blend into the environment is really cool!

However, it was a bit difficult for me to understand both how to change colors and when being a certain color was ok or not. (Sometimes I would change color while touching the background with a different color, but other times I would touch a dot in the level and then touching the background would get me caught)

I think that combining this idea with some of the mechanics of the game "Empty", where after you switch to a different color, the background also changes to that color, so you have limited transitions, would make for an awesome puzzle game, if you are interested in working on it further.

Either way, great job on the game!

Dude, this is great! It may be the first auto-run game I actually love!

The beginning tutorial signs are a little hard to read while moving, and the first little bit of the game relies a bit too much on perfectly timed jumps, but other than that this game is awesome!

I loved the combos that you could make by the end of the game, combining jump, slide and.. uhh.. hide, I guess? It all flowed really well together! I could easily see myself play this for a couple more hours, if you plan on working some more on it! 

Great work! Congrats!

Man, it's games like these that make me wish I was any good at rhythm games!

The game looks great, has a really cool twist on the heist motif that seems to have developed in this jam, is way more complex mechanically that what you'd expect from a 3 day jam submission and is incredibly polished to boot!

Congrats guys! Hopefully you'll get some more feedback from someone who can semi-competently keep a rhythm :D

Thanks!

We want more levels, dude!

Srsl, the concept is great, good job! :)

Haha, it's to encourage you to eat them! :D

Extremely fun and extremely hard (Though that may be more cause of my skills, or lack there of :))

The art and feel of the game are really solid, and the sound effects may be the greatest I've ever heard, especially for the running!

One bit of feedback, the level select wasn't entirely obvious to me first time I played; I didn't realize I started with the forth level, and those flying eyeballs were decimating me :D It wasn't until after I beat it that I saw that there are other levels and proceeded to feel dumb (Maybe having a "Lvl 1" instead of just the number would help?)

Anyhow, I greatly enjoyed the game! Great job!

Flippin' awesome! The idea of being a hypnotist is truly unique, and having such an engaging story in a 3 day jam game is just flexing at that point :))

The only small gripe I have is that the walk from the car to the curator to get the code was a bit slow to repeat each time I died, so a sprint key would've been appreciated (at least in the upper area, so the vault wouldn't be too easy)

Either way, the mechanics of the game worked really well and I loved being able to direct the guards where to go after I hypnotized them (and not just put them to sleep), that fit the theme of the game very well!

Congratulations! This was a great first jam submission! :D

Thanks! :)  Yeah, some of my friends also complained about the movement, I may update it in the future to make it more responsive

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Nono no, you're not being 'murdered', they're just really happy to see you and want you to play with them, so they give you a ride on their back before softly landing you back at the beginning, ready to try their obstacle course again!  When you jump in the water at the end though, that's when you actually drown and die

Thanks for playing the game ;)

Took me a little time to realize you have to click to change where the torch pointed, but after that I really liked how the monsters turn into fluffy bunnies and I loved the scout's walking animation :)

Good job!

This is a really neat puzzle game, and it works great with the non-violent limitation of the jam! It would also work really well as a mobile game, if you plan on expanding it some more. 

Congrats! 

Really fun! The idea of the game is really creative, with how you have to plan your shots to avoid the viewcones of the guards!

Another thing I'll note is that it works great as a phone game; if you plan on developing it further I can see this being awesome to play, with maybe some smaller, more fast-paced levels and some more polish. Great job!

Thanks! :)

That's awesome, best of luck developing it further!

I have completed both the right and left level, and then I spawn up top, on the platform, but I can't find a way to move up and on the ground I didn't find anything.   Now that I think about it, am I supposed to form a staircase by detaching blocks in order to move up? (I would test it, but I have closed out of it and it seems it doesn't save progress)

Thanks!  It's awesome to hear that the game managed to create such a memorable moment for you  :D

Thanks for the feedback, and for playing :)

The slow mech movement was intentional (tough, now that I think about it, I could speed it up a tad), I sort of didn't want the player to be able to defend the whole planet with a single mech, thus forcing them to buy multiple and have them spread around.  I don't think the game did a great job at explaining that, so I apologize.

That's a good shout, with the action buttons for the mechs being different! I'll probably change them both to left click for consistency.

And, yeah, an interactive tutorial would've been the dream, but I didn't want to spend too much dev time on it. I may rework the current one to have fewer images, as you suggested...

Also, them theme was more specifically about leaving behind the people from the planets you evacuate. So the idea would be that you had to weigh the pros and cons of staying a bit longer to save those last few people, or evacuating to protect those already saved. (Again, not crystal clear, I'll add a line to the description explaining it better :))

Hi, thanks for playing!

I find if pretty funny that people liked the aesthetic; I've got no drawing talent, so I just got some squares, rotated and scaled them, then made them lighter/darker based on the layer, but I am glad they did the job :)

Yes, that was the original intention, for the money to be carried over, however I decided to leave it out simply because of balance concerns. Because I didn't have enough time to fine tune the cost and spawn rate of everything, and so I envisioned a scenario where, after evacuating a few planets, the player would either be hemorrhaging money, or would have so much that they could easily afford everything from the get-go. This way, while not as rewarding, I could at least put a cap on how much the game would get unbalanced, before being restored to neutral.

But rest assured that after the balancing update (v1.1), I will be adding it into the game :)

Thanks again for the feedback! I'm glad you've liked playing it :D

Thank you! Glad you enjoyed playing it :D

Hmm, this is a bit weird, I don't really know how to start reviewing this game :D

I do want to say, first and foremost, congratulations to everyone involved! It was really ambitious to make a narrative-focused game in a 7 day jam and it turned out great!

The 3d models and the voice acting in particular were really impressive, especially for a gamejam! It really gave the game this air of being a complete game.

However, I did have some annoyances while playing the game, mostly stemming from the gameplay. I will say that walking simulators are generally not my cup of tea, unless they do something completely out there, like the Stanley Parable (I'm more of a gameplay first kind of guy), but I did find myself getting strangely drawn into this one, and I think that's because it's mixed in with a space-debris-exploration game.

Exploration is the biggest draw for me in a game and this game was basically begging me to jump to every floating corridor in order to find the jetpack upgrades.

Unfortunately, for me at least, this was dragged down by the mechanics that would've been acceptable for a pure walking sim, but were not up to task with the 3d platforming required for the exploration part.

(Now, before I list my annoyances, it is quite possible that they don't fit with the direction you've had for the game and that's entirely fine. I'm just listing some things that I, personally, would've preferred)

  • My first issue was with the controls; 3d platformers already have an uphill battle when it comes to responsiveness, and adding low-gravity didn't really help (tough, I do see it's place due to the story being told). Still, I think a pretty quick-ish fix would be to make the player decelerate way faster when they aren't holding a key down. That would honestly help a huge deal, since I found myself pressing back to stop myself after almost every jump.
  • Another thing relating to the controls: you should consider increasing the jump height & power of the jetpack. This will reduce the difficulty of the game, but I don't think difficulty is a main pillar of the game.
  • The time it takes to make it back to a place, after having slipped is also really long (this was adding the most to my annoyance). The character takes a few seconds to fall, then the fade to black takes another second and then, because of the sparse placement of checkpoints, reaching the place you were at takes a minute or two of finesse jumping. I would suggest either shortening the respawn delay and making the controls more responsive (so it takes less time to traverse the levels) or being more liberal with the checkpoint placement. (Again, a personal choice; I would lean more towards the former option)
  • The containers are not really easy to see from more than 5-10 meters away, as they are colored dark grey on top of a basically pure black background, with very little in the way of light shafts to guide the player. I actually decided to cheat and boost the contrast of my monitor to be able to see them more clearly. This alone wouldn't be much of a problem, but it would get compounded by the previous issue, because I would jump towards a distant container, hoping for it to have a gap big enough to fit through, then hitting a flat wall and then having to retrace my steps for the N-th time.
  • And speaking of hitting walls, they are waaay to bouncy. I would jump for a container, be lined up perfectly, then clip the top of it and be bounced 5 feet back and fall off because the jetpack can't change movement direction fast enough. (which, again, is made worse by the 3rd issue)

After playing it for a bit, I got too annoyed to continue and took a break to write this review (so I'm sorry if it's a bit too salty :D). I do plan on beating it tough, even with those annoyances still in place, and I do hope that, if you decide to flesh it out some more, that you'll consider placing a bigger emphasis on the exploration gameplay. (A great game you could take inspiration from in multiple areas would be 'Grow Home'. This game already reminded me a lot of it as it is :))

So to reiterate, as I feel that the tone of the review has shifted slightly down, the game is great and, as I've said, it was really impressive to see you tackle a narrative-focused game for a jam and do it so well! Best of luck with your projects in the future :D

Hmm, this is a bit weird, I don't really know how to start reviewing this game :D

I do want to say, first and foremost, congratulations to everyone involved! It was really ambitious to make a narrative-focused game in a 7 day jam and it turned out great!

The 3d models and the voice acting in particular were really impressive, especially for a gamejam! It really gave the game this air of being a complete game.


However, I did have some annoyances while playing the game, mostly stemming from the gameplay. I will say that walking simulators are generally not my cup of tea, unless they do something completely out there, like the Stanley Parable (I'm more of a gameplay first kind of guy), but I did find myself getting strangely drawn into this one, and I think that's because it's mixed in with a space-debris-exploration game.

Exploration is the biggest draw for me in a game and this game was basically begging me to jump to every floating corridor in order to find the jetpack upgrades.

Unfortunately, for me at least, this was dragged down by the mechanics that would've been acceptable for a pure walking sim, but were not up to task with the 3d platforming required for the exploration part.

(Now, before I list my annoyances, it is quite possible that they don't fit with the direction you've had for the game and that's entirely fine. I'm just listing some things that I, personally, would've preferred)

  • My first issue was with the controls; 3d platformers already have an uphill battle when it comes to responsiveness, and adding low-gravity didn't really help (tough, I do see it's place due to the story being told). Still, I think a pretty quick-ish fix would be to make the player decelerate way faster when they aren't holding a key down. That would honestly help a huge deal, since I found myself pressing back to stop myself after almost every jump.
  • Another thing relating to the controls: you should consider increasing the jump height & power of the jetpack. This will reduce the difficulty of the game, but I don't think difficulty is a main pillar of the game.
  • The time it takes to make it back to a place, after having slipped is also really long (this was adding the most to my annoyance). The character takes a few seconds to fall, then the fade to black takes another second and then, because of the sparse placement of checkpoints, reaching the place you were at takes a minute or two of finesse jumping. I would suggest either shortening the respawn delay and making the controls more responsive (so it takes less time to traverse the levels) or being more liberal with the checkpoint placement. (Again, a personal choice; I would lean more towards the former option)
  • The containers are not really easy to see from more than 5-10 meters away, as they are colored dark grey on top of a basically pure black background, with very little in the way of light shafts to guide the player. I actually decided to cheat and boost the contrast of my monitor to be able to see them more clearly. This alone wouldn't be much of a problem, but it would get compounded by the previous issue, because I would jump towards a distant container, hoping for it to have a gap big enough to fit through, then hitting a flat wall and then having to retrace my steps for the N-th time.
  • And speaking of hitting walls, they are waaay to bouncy. I would jump for a container, be lined up perfectly, then clip the top of it and be bounced 5 feet back and fall off because the jetpack can't change movement direction fast enough. (which, again, is made worse by the 3rd issue)

After playing it for a bit, I got too annoyed to continue and took a break to write this review (so I'm sorry if it's a bit too salty :D). I do plan on beating it tough, even with those annoyances still in place, and I do hope that, if you decide to flesh it out some more, that you'll consider placing a bigger emphasis on the exploration gameplay. (A great game you could take inspiration from in multiple areas would be 'Grow Home'. This game already reminded me a lot of it as it is :))

So to reiterate, as I feel that the tone of the review has shifted slightly down, the game is great and, as I've said, it was really impressive to see you tackle a narrative-focused game for a jam and do it so well! Best of luck with your projects in the future :D

Awesome work! The game is really cool!

I really like how much the different abilities impact the way you play through the level(s), and the fact that it's way more vertical than other platformers. I especially liked the section when the player was on stilts :D

Awesome work! The game is really cool!

I really like how much the different abilities impact the way you play through the level(s), and the fact that it's way more vertical than other platformers. I especially liked the section when the player was on stilts :D

I see, yes, I didn't have much time for balancing the game, but I am planing a v1.1 in the future to address this, and I'll try to add some more pzazz too. Thanks for the feedback :)

Huh, yeah, now that you mention it, it does feel anti-climactic to be leaving the planet... The game has this sort of defeatist cloud hanging above it, with how you can't win, even if you saved everyone. Problem is, I don't really want to change the gameplay to something positive, where you liberate the planet at the end, so I'll have to think of some other way of making the evacuation more fulfilling for the player..

Thanks for drawing my attention to this, and I'm glad you've enjoyed the game :D

Thank you :D

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Thanks for the feedback, and for playing :)

The slow mech movement was intentional (tough, now that I think about it, I could speed it up a tad), I sort of didn't want the player to be able to defend the whole planet with a single mech, thus forcing them to buy multiple and have them spread around.  I don't think the game did a great job at explaining that, so I apologize.

That's a good shout, with the action buttons for the mechs being different! I'll probably change them both to left click for consistency.

And, yeah, an interactive tutorial would've been the dream, but I didn't want to spend too much dev time on it. I may rework the current one to have fewer images, as you suggested...

Also, them theme was more specifically about leaving behind the people from the planets you evacuate. So the idea would be that you had to weigh the pros and cons of staying a bit longer to save those last few people, or evacuating to protect those already saved. (Again, not crystal clear, I'll add a line to the description explaining it better :))

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Thanks for playing :)

I hear what you're saying about the difficulty; I didn't intend it to be as unmanageable as it ended up being, just didn't have a lot of time to balance everything and I was worried that it would be to easy and bypass the theme (since you wouldn't need to abandon the people), so I erred on the side of caution. :)  I do plan on releasing a v1.1 with better balancing after the jam is over, tough.

Also, if I understood it right, you mentioned you didn't like that you had to control the mechs yourself and would've preferred they be controlled by an Ai?  I hadn't considered giving them an Ai until now, but I think I prefer it the way it is now, where you'd have to jump from one mech on one side of the planet, to the other in order to defend against a missile shower. I think having them automatically deal with it would subtract from the experience and I think that, once everything else is balanced better, it won't feel so overwhelming to prepare for the attacks.

Thanks for the feedback! If you've got some other suggestions, (especially regarding improving the controls) I'd love to hear them :D

Thanks :)

A few people mentioned control problems; were your problems just about how they were explained? (and if so, did the 'how to play' section help, or was it still confusing?)

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Wow, this is such an ingenious puzzle game! And it fits the theme incredibly well!

The only problem I've had with it was when I would remove blocks in a non-symmetrical order, as the center point would remain in the same relative place, instead of moving to the new center of mass. (But that seems like it would be easily fixed by changing the parent's position to the new center, so it's not a big deal)

I can also see this game having a lot of potential for new puzzles, by starting out in other, more irregular, shapes and composed by different block types (bouncy and heavy blocks, that push the center of gravity closer to one side, are just two that come off the top of my head).

You could even be really ambitious and add a glue block, which would allow you to re-attach to discarded blocks (tough, that seems like a nightmare to implement :D)


(I will say that I have gotten somewhat stuck, after reaching the level from the first screenshot. I don't know if that's the end, or if I haven't figured out how to progress yet, so some guidance would be appreciated :))


All in all, this game is amazing, you two have done an outstanding job! Congrats! :D

I hope you're planning on continuing to work on this game, because I would love to play a fuller, more extended version of this game ;)

Wow, this is such an ingenious puzzle game! And it fits the theme incredibly well!

The only problem I've had with it was when I would remove blocks in a non-symmetrical order, as the center point would remain in the same relative place, instead of moving to the new center of mass. (But that seems like it would be easily fixed by changing the parent's position to the new center, so it's not a big deal)

I can also see this game having a lot of potential for new puzzles, by starting out in other, more irregular, shapes and composed by different block types (bouncy and heavy blocks, that push the center of gravity closer to one side, are just two that come off the top of my head).

You could even be really ambitious and add a glue block, which would allow you to re-attach to discarded blocks (tough, that seems like a nightmare to implement :D)

(I will say that I have gotten somewhat stuck, after reaching the level from the first screenshot. I don't know if that's the end, or if I haven't figured out how to progress yet, so some guidance would be appreciated :))


All in all, this game is amazing, you two have done an outstanding job! Congrats! :D

I hope you're planning on continuing to work on this game, because I would love to play a fuller, more extended version of this game ;)

Just played it, what an amazing game!

The idea of traversing the levels twice, while colliding with different blocks, is really cool for a puzzle game, and the the fact that you drop jump-tokens when you jump that you then have to pick back up is a neat twist and adds a level of forward thinking to the game, while also incorporating the theme brilliantly!

The amount of mileage you get from just 3 block types and the jump-token mechanic is really impressive, too. Most gamejam games have 2 or 3 levels showing off the mechanics/gimmicks, but you went above and beyond in adding a s*** ton of levels, and that's excluding the theoretically infinite levels that can be made in the level editor (which in-and-of-itself is mind bending considering the one script limitation)

In conclusion, this game is amazing and, out of the games I played so far, is my current pick for best game of the jam.  Congrats, you did a great job!

Amazing game, this is definitely a highlight of the jam!

The idea of traversing the levels twice, while colliding with different blocks, is really cool for a puzzle game, and the the fact that you drop jump-tokens when you jump that you then have to pick back up is a neat twist and adds a level of forward thinking to the game, while also incorporating the theme brilliantly!

The amount of mileage you get from just 3 block types and the jump-token mechanic is really impressive, too. Most gamejam games have 2 or 3 levels showing off the mechanics/gimmicks, but you went above and beyond in adding a s*** ton of levels, and that's excluding the theoretically infinite levels that can be made in the level editor (which in-and-of-itself is mind bending considering the one script limitation)

In conclusion, this game is amazing and, out of the games I played so far, is my current pick for best game of the jam.  Congrats, you did a great job!

Neat game! The fact that you imposed on yourself the extra restriction of using no prefabs and no materials is darn impressive :)

I will say that the game is a bit tricky, I haven't managed to get past the second level as of yet, but it's pretty entertaining to play and the idea of losing an ability after each level fits the theme rather well.

One thing that I found unclear was the shooting; I didn't realize at first that the sumo-ers were taking damage, even tough they were animating, because there weren't any bullets getting spawned, so I was assuming it wasn't working.  Only later did I figure out that if I hold it down long enough they eventually die/get pushed off, and from there on, the gun felt a bit op (tough apparently still not enough to get my fat ass to the last level :D)

Great game! The fact that you guys pulled off a 3d game under the restrictions of the jam is pretty impressive. I also like how many people there are just scurrying about :)

Something that seemed to have been added, but was broken when I played it (both web and win versions) was the ability to change camera angles. I saw that LCtrl was meant to change them, but it didn't for me.. While I get how unpractical it would have been, it would've been fun to play from the perspective shown in the .gif :)

One thing I didn't quite like was that I found the game to be pretty easy; The enemies don't deal too much damage and running straight at them while pressing LMB pretty much guarantees an easy kill. Maybe having the protagonist more of a 'glass cannon', where you could die in 2-3 hits and the enemies would have longer, more telegraphed attacks would help alleviate this problem, but I don't know if that would've been feasible in the given time...

Anyhow, the game turned out pretty great, so congrats to everyone involved! :D

Great game! The fact that you guys pulled off a 3d game under the restrictions of the jam is pretty impressive. I also like how many people there are just scurrying about :)

Something that seemed to have been added, but was broken when I played it (both web and win versions) was the ability to change camera angles. I saw that LCtrl was meant to change them, but it didn't for me.. While I get how unpractical it would have been, it would've been fun to play from the perspective shown in the .gif :)

One thing I didn't quite like was that I found the game to be pretty easy; The enemies don't deal too much damage and running straight at them while pressing LMB pretty much guarantees an easy kill. Maybe having the protagonist more of a 'glass cannon', where you could die in 2-3 hits and the enemies would have longer, more telegraphed attacks would help alleviate this problem, but I don't know if that would've been feasible in the given time...

Anyhow, the game turned out pretty great, so congrats to everyone involved! :D