A beautiful little game. I really liked the ending.
OliveIsAWord
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This idle gameplay gimmick was unexpectedly compelling. I think some number popups on the planets indicating when they make money and how much would go a long way. Also, I’d love more digits of precision on the big numbers. Also great job on the music! This sounds like something you’d hear in a Sebastian Lague video, in a good way.
As short as it is, it’s genuinely executed well. I wish there were some indication of how to actually progress in the first level. I was faffing about just listening to the music and I was about to quit when I accidentally lit up the ranged attack indicator lmao. Speaking of, I really liked the music!! It was kind of plotting and methodical but also off-kilter with its plays on rhythm and some of its chord changes, which fits the game presentation very well. Please release that track somewhere and send me a link!
How revolting! This was a weird one obviously. I’m not sure if I missed some deep subtext but I think I had fun with it. The rotoscoped white outline presentation style was a good choice, pleasing. I like how where so many submissions were about putting the parts together into a hole, this one was quite the opposite.
Delightful! I liked all the characters (especially Tem, I am very easily won over by pretty women wielding weapons) and I liked the mystery! The setup with the various body parts acting as sensory witnesses postmortem is a stroke of brilliance. How does anyone construct a good murder mystery within a week with such original ideas?? It would have been nice to have some indicator for which parts of a scene could be investigated, but it worked well enough for the jam. The last piece of evidence you present and the ending was a really clever mechanical twist on the Ace Attorney formula. Though, the ending was really quite abrupt. That final scene is desperately wanting for John’s thoughts, and/or Tem and Luna’s conversation, after the verdict. Otherwise I think the story progressed reasonably well.
It does feel as though some aspects of the mystery were rushed. The autopsy doesn’t actually directly state the cause of death. There appears to be a child in the photo of John and Tem that goes completely unmentioned. It feels that nobody remarks on how John’s ring was at Luna’s place but John himself on the night of his death hadn’t entered. Did Tem notice he wasn’t wearing it their last fight?
This is minor, but I didn’t understand how UMI Court actually worked. What does it mean to sentence someone to damnation? I suppose the sentencing only take affect when that person dies? How can The Judge allow a limbic to indict a party that isn’t even present and that the limbic can’t even directly identify? What do Tem and Luna think is going on? Why do they immediately understand what’s happening? I suppose it comes with “system access”? Why don’t they try to explain to John his situation but instead let him flounder about so much?
Overall, quite the impressive entry.
This was FANTASTIC. The art and the atmosphere are really compelling. I’m surprised that this game used the default Unity font, because you did a flawless job getting rid of the default engine stink that a lot of us ended up with. Being put in cryo for an entire 9 years is a great way to start and set the tone. The character designs and personalities really shine. I was consistently excited to speak with all of the crew. The mechanic reminded me of a character I’ve generally disliked from The Hundred Line but she quickly became my favorite. (Is that just because I’m gay?) I will remember that little screwdriver story for a good while.
The gameplay held my attention too! missile assembly, while simple enough, is suitably hectic and engaging. I didn’t initially understand what the orders were and why some assemblies failed, but I figured out quickly enough. The constantly breaking buttons are a great detail that heightens this. I never learned what the colored bars meant, and half the time I didn’t even remember which pieces contributed what, but I’m glad you can faff around with it during downtime if you wanted to actually learn.
The only major problem is that the game forces you to start from the very beginning once you fail or reach an ending. I got demoted for the first time abstaining from fighting with my rival assembler, and it was rather a slog to get back. I would like to see the other endings but it just takes too long to replay the full thing.
But seriously, polish this up and advertise it somewhere. This was easily one of my favorites of the whole jam.
Good work! I love the cute little stick figures and that king’s got an appealing head shape. The gameplay is a bit of a mash fest. I consistently encountered a bug where I would switch to a new item but be stuck doing the action of the previous item. None of the times when I failed did it feel like a lack of skill on my part. That made the experience very clunky when otherwise the moves themselves are really responsive and fluid. Because I really like the various attacks! Another clunky aspect is the inventory. I wonder if there was a better way to sort that out? Maybe if the weapons stacked and had a set order?
It sucks that the jam build was borked! I’m sorry that happened to you.
I’m a big fan of the movement in this game. The death concept I’ve seen in a few games before and it’s well implemented here. I had a nice little “aha” moment after 15 seconds in the first room where you had to die to take advantage of the respawn location. It makes me wonder how this could be expanded further in the puzzle aspect. Maybe this game could have used a UI indicator for your jump trajectory as others have suggested, but I didn’t mind its absence. The biggest issue for me is that jump input wasn’t buffered, e.g. the slime would only charge up a jump if I pressed space after it had landed. That made the game feel quite awkward, especially when ascending multiple platforms in a row. Also, I found it counterintuitive that a vertical jump and angled jump were the same height.
Overall well done and well executed. Even if the entry gets disqualified you should be proud of what you’ve made here.
Lovely! I’m devastated to see we were not the only submission to include “73011”.
The presentation is off the charts. Great art. I love the monochrome style and I’m a sucker for dynamic music. Good pacing all round. Nice use of the theme as part of both the setting and the story structure. I like the diverse hints of unease and unrest all throughout. Nice work to all.
My opinion on the controls and the gameplay broadly flip-flopped between “restrictive, challenging but engaging” to “uncontrollable and emotionally taxing” and drifted toward the latter as the game continued. The first level was quite good in terms of difficulty. The second level I got stuck on for maybe 10 or 15 minutes at least. The ship was so floaty it drove me mad! And it was an unfortunate and cruel bit of design for the tooltip for firing missiles to appear in an area where doing so will immediately kill you. In the third level, the light upgrade was simply too slow and tedious to get that I ended up ignoring it after a few attempts. I’m not sure how you’re supposed to beat the final level other than Leeroy Jenkins-ing directly to the goal. Overall the thing felt like a luck-based affair unless I was making terribly small, slow moves.
The use of lighting and shadow was inspired. I found myself immediately liking the presentation. But the game was also rather stroby in a way I found distracting, especially when making several minor adjustments with the thrusters. The lighting effect itself was rather splotchy and low fidelity, but that only minorly affected readability with this game’s sleek, minimalist aesthetic.
Otherwise, well done on the jam!
Engrossing atmosphere. I am a big fan of the “HL2” school of level design. There’s a wonderful feeling of being lost and exploring while remaining on a linear path and never actually being lost or frustrated. Also great how you can do minor sequence breaks with mastery of the physics-based movement.
Anyone who wants to see the tool can do so here: https://scratch.mit.edu/projects/843805743
Ah, that would be because the canvas framerate is uncapped, which isn’t very useful at the moment. I’ve capped it to match with VSync for now, which should be far more manageable. The change is available on the Itch page and the Github releases now. Thank you for bringing this embarrassingly obvious issue to my attention.
Thank you! Currently, the tool can do none of these things! But I’ve been planning to implement them. The first two are hopefully going to be in the 0.0.2 release on June 1st. The interpreter can already load and execute source files, it’s just a matter of exposing that both as a command line option and as a primitive function.
Thank you for the continuous updates, very cool!
Just a few suggestions for the next one (if there is one):
-While left clicking to increase game speed, the mouse speed and zoom speed also increase. Could you change that?
-Could you put the personal record time for a full game run somewhere?
-Could you store the mouse speed setting when the game is closed?




