Hey, this is my game: https://redrobot.itch.io/risky-b15-kt. I hope you like it.
RedRobot
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This is impressive for your first game made in 7 days. The guy that makes you float upwards made me think of the Wario Land series, where getting hit by enemies can also be beneficial. Maybe getting hit by an anomaly that changes gravity on you could work similarly by letting you get to otherwise unreachable places. If you want to continue working on this game, that could be a direction for you to consider.
I also noticed that your parallax background is kind of inverted. The foreground should actually appear to be moving more relative to the camera, and the further away a plane is supposed to be, the more stationary it should appear to the PoV.
Keep it up!
https://redrobot.itch.io/risky-b15-kt is my entry.
Your game is a fun challenge.
Looks like we're in the same boat. Here is my game: https://redrobot.itch.io/risky-b15-kt
Hi, this is my game: https://redrobot.itch.io/risky-b15-kt
I'm curious how you incorporated the theme in a puzzle game, so I'll check it out.
Hi, I rated your game and left a comment. I really liked it.
Here is mine: https://redrobot.itch.io/risky-b15-kt
The visuals are amazing and the soundtrack which is also great reminded me of Machinarium. It also appears to be dynamic, which is impressive. Overall, the game already seems really polished for only 7 days of development.
One thing I would criticize is the lack of an actual incentive to take risks. At the moment, there isn't really a reason to go faster or to take on more cargo except for intrinsic motivation to make the game harder for yourself. Maybe you could have cargo expire, so the player has to strategically choose when to best accelerate the ship.
All in all, a great jam entry! I enjoyed playing it.
I really like the style and visual effects. It seems like you put a lot of work into the art assets. I just don't really get the gameplay. I thought that entering into focus mode must be the riskier option because you're rewarded more for it, but it's always safer because it takes seemingly ages for the enemy to draw. I think it has potential, though, if you make it more difficult and maybe add some more gameplay elements that up the tension.
This is mine: https://redrobot.itch.io/risky-b15-kt.
It's a space combat game about executing risky maneuvers. I'd love to get more feedback on it. I'll check yours out too.
Made with Godot, https://redrobot.itch.io/risky-b15-kt. I'll rate yours, too.
I love the premise and visuals. Being a mimic inspector is a really innovative twist on the papers please concept. However, I think that for the concept to really work, there needs to be a time limit. As of now, I didn't really feel any pressure to take the risk of opening a chest, because I had all the time in the world to inspect each chest carefully.
I'd love to know your thoughts on my game https://redrobot.itch.io/risky-b15-kt.
I'll rate yours asap.
This is my downloadable game https://redrobot.itch.io/risky-b15-kt
I would love to get some more feedback for it. I haven't given it much thought before publishing, but it does seem like it being only availably as a download for windows is a reason for why it didn't get as much attention, so I'm especially thankful to everyone who checks it out regardless.
I'll rate yours as well.
Thank you! This one is mine, https://redrobot.itch.io/risky-b15-kt.
I'll rate your game, too.
Thank you! I totally understand. Originally, I had planned some goal for the player to achieve or at least some kind of scoring system. In the end, I had to choose between implementing that or getting some much-needed sleep, unfortunately.
I'll probably add a scoring system after the jam. I also like your idea about making deliveries. I'll think about it.
https://redrobot.itch.io/risky-b15-kt
Thank you for the offer. I'll check your entry out too, when I get to it.
Thank you very much for your feedback!
Yeah, the mouse thing is on me. It seemed fine when I tested it, but I tend to set my mouse to a higher dpi than usual.
The asteroids can have weird hit boxes. That's because they use a simplified version of their display mesh as a collision shape. It had to be optimized, or the game's frame rate would have to be measured in seconds per frame.
Adding weapons as rewards for risk taking is a great idea. I actually intended to add some form of missile weapon or mega laser that would cost risk energy to use, but I unfortunately had to cut it due to a lack of time and spirit.