I’ve got you followed so will keep an eye out! I’ve liked it so far that I can’t pin it down to a specific genre or eg. “it’s going to be just Factorio with orbits”, so it feels like it can be something novel. :)
Mavrick
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I gave it another go, and I think I got the hang of it! I got to planet 5 and score/planet count 126 (not sure how to call the top left indicator).
From UI things, my biggest confusions were around which resources are the ones to supply, which ones are produced/stored. I always had to double check I am thinking of it properly.
I was thinking the orbits could use different colours/patterns, same for the delivery routes? The latter can blend into the other orbit’s colour. Since the routes change often it is hard to remember which ones are which, and where they’re going. Alternatively, they could be more gray and blending with the background until you hover over an orbit.
From gameplay standpoint it was quite funny, I realised I can see the game going in several different directions so it was hard to judge what’s missing while having those contradictory potential paths. I thought initially it’s going to be more of Factorio style optimisation of pipelines, but then I figured it could be more of a puzzle game, or even an idle game. So as a core it’s a cool idea and I like it how when you get access to planet 3 it dawns on you how many possibilities there are as the orbits increase. Just it also meant there are a lot of paths to take to evolve the prototype into different games, making it hard to say what’s missing/can be improved since a lot of the suggestions might be mutually exclusive. :)
Got here from Mastodon as well! I think my biggest issue was that I wasn’t sure what I was optimising for, and what the goal was. I also got stuck when I got the third planet. I think I had used up all the supply lines before I got to it, so everyone there died due to lack of water (which explains why I never got put in charge of an actual space program).
I think having a quick guide on how to optimise the delivery loops would be nice. I got the idea it’s a bit like Factorio-style games where the order/timing of delivery matters, but the third planet seems to be where that becomes more important since the orbit is huge.
I will give it another go when I have more time and see if I can get further now that I’ve failed!
This is super cute!! I like the spin on the “You get only one [time unit here]”, it’s clever.
I thought one thing that was missing is some time limit to make it through the dungeon. Right now it’s all self-imposed, and I noticed the game got more fun when I tried to do a level in a time limit I would put on myself. I think without some extra limitations it feels a bit too much like it is just a regular platformer.
Also, control scheme! It might be just me, but when you switch from horizontal to vertical I was expecting “left-right” to still work, it took a while to get used to having to switch to up-down.
I couldn’t sadly review this one due to tech issues, but leaving a comment in case it’s not just me facing them which keeps some people away from playing through.
It seems like around 10-12s after pressing start I get a long freeze, which usually causes me to fail a jump or fall off accidentally. I tried a few different things, but to no avail. :/ I’ve also had to reboot my browser once due to the page not detecting webgl anymore.
Again, might be just an oddity of my setup!
First of all, thank you for the doing the stream!
I really liked that the mechanics evolve at a good pace, especially once you realise that the entire level is designed around you gaining access thanks to the new abilities. That was really well thought out.
I got a bit lost with the dash as other people did, but I figured it out eventually. I think that and my initial confusion as to whether I should be falling into holes at the bottom of the levels were the only two issues I ran into, the rest of it was super smooth.
But, if I’m allowed to complain about one thing, it would be that there is no Linux build. 😆 Got it working with protontricks-launch, but would be nice to have a native one. I probably need to faff around more with protontricks to learn how to make this work, but essentially the game window was tiny when launching via them.
This is the type of a game I’m absolutely awful at, but I tried my best 😆
I think a few extra mechanics are needed, the core idea is sound, but for instance the first time I just stumbled upon the killer by accident and patted myself on the back instantly. Then it turned out it’s not that simple, however often it’s due to not having enough time to figure out where the killer might be on the map in given time.
I was thinking this lends itself actually to some extra mechanics, like skills or powerups that let you dash once in a while quicker across the map, stop time for a moment, peek across the map etc. etc., generally stuff that adds in a planning/agility element to it, and evens out the odds.
This was good fun! I was actually waiting for a breakout inspired level at the very end, I think half of the fun was getting through the levels for me, half of it was trying to get as many walls down as possible with a single shot. :D
As others noted, it needs more mechanics to make it more puzzly, but the core is already fun!
That was cool - I tried a few endings to see if there is a "canon" storyline, but wasn't sure if I am missing something more beyond the environmental clues as to what happened. I need to know what really happened!!
But yeah, I liked it, it was nice, chill and gave me those "stuck in space" vibes. Definitely needs more, I really like this kind of environmental storytelling.
I think I got 4 different endings, but those were the obvious ones I could get. My biggest issue was that I think I am too tired today to remember the partial phone numbers long enough to write them down - I tried 3 times and then realised it's not my day for that. :D Would be great to have them stick around on the screen longer.
I'm not sure if there is a way to restart without closing the game? That would have made things a bit easier as well.
Now all of that said, it's creepy, it's atmospheric and weird, which is exactly what I was hoping for!
(Slight spoiler ahead, but thank you for rewarding my instinct to jump into the hole over and over again until something happens.
One of those games I'm happy it got submitted, just feels unfair to rate it since obviously it's not quite there as the other games are.
I like the atmosphere and the graphics, I cannot put my finger to it but it made me feel of old Playstation 1 games (and I only had a PS1 briefly so that's something!). Made me eager for more, so that's a good sign, just can't say much more apart from the "this looks original and got my interest".
The magic of gamedev, we're going back full circle all the way to Atari! :)
Yeah, there definitely needs to be more of a 3D (2D?) audio in there! It's a good idea, I will try what you suggested post-jam and see what it feels like, scripting audio is one of those things I know very little about so any hints like that are very useful.
Finished it but still got scolded for being poor.
I love the background music theme, it's still stuck in my head. Gameplay is super fun, I struggled with some levels at first but it's cool they're tricky enough to challenge you, but simple enough that it takes a few retries at most to solve them.
The only thing I really struggled with was learning how to wall slide and trick the goblins at the same time. I got the hang of it later and got the right rhythm for enough slide-and-tease for it to work, but it was easy to jump over the ledge by accident and get eaten.
Bonus points for it being all in C! Gave me nostalgia poking around the source code.