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Skyesofrock

23
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A member registered Aug 14, 2019

Creator of

Recent community posts

Very much enjoyed the atmosphere of the game, the aesthetic is great. I like the commitment to setting the scene a lot, and you've managed to properly guide the player experience through the game. Very easy to understand. Great job guys.

All in all, well executed idea! Even though the art style is simple, I like how consistent it is throughout. Using the time you had well. Only things I could say would improve it would be the feedback when you get hit by an enemy is lacking, and the font (again, while very consistent with the art style) is hard to read. This is ripe for expansion with new abilities and enemy types. Well done.

Relax your mind, and focus on the road; don't let all of the noise get to you ;)

I know when we were discussing this early on, I really liked the idea of having to manage more than just overtaking the truck in front of you. With regard to the car position, it felt right to make sure there was still a neutral position, but force the player to make their own decisions about when to push next. There's an uncertainty, but it's up to you to take the risk and overtake ;)

Thank you very much for the kind words!

We love the hardstyle music too! The initial version wasn't really headed in that direction, but one of the team flagged that it was kinda similar to hardstyle and then our sound guy Dape25 took the comment and ran with it. He absolutely knocked it out of the park :)

You're right about the head placement as well; unfortunately we couldn't get to it in time before the deadline. Thanks for your feedback, and glad you enjoyed your time with the game!

It's not as well signposted as we'd like, but the idea is the correct station changes each time, and you can hold down the left mouse button to scan through the available frequencies. Really glad you enjoyed the game, and thank you for your kind comments!

Glad you enjoyed it, and thanks for the feedback! This is one of the bugs we saw, but we were too focused on other aspects of the game and we ran out of time. Right until the end we were trying to figure out what makes it fun, and all I can say is I hope we did a good job :)

Really glad you enjoyed it. I think the whole team has said something similar about the radio, I know it's the first thing I try to fix when I'm playing!

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It is, yes! On the jam homepage, there's the following text under the "Submitting" header:

Game files are not locked for the first 48 hours of the rating period. This is for fixing bugs and adding alternative platform support. Don't use this feature to otherwise update your game. After the rating period is over, if you wish to continue working on your game, please keep the original jam version as an alternative download.

It's essentially done on a honour system, which is very permissive, but hopefully people understand that there's nothing to be gained from winning the jam through disingenuous means. They also reinforced this point in the deadline announcement on their Discord server. If you've got some bugs you want to iron out, you still have time!

Fully agree, I reckon this is the #1 thing missing right now. The oncoming traffic and truck all have engine sounds, but the car you're sat in doesn't... each time I remember this, I'm kicking myself. Thanks for playing and glad you had the experience we were trying to convey :) 

Initially I didn't get it... then I got it. This is really addictive. What a strange marriage of ideas, and it works so well.  Round of applause for putting in the time to add descriptions of the game and how it works actually in the game, and also making something fun at the same time. Job well done guys!

Mechanically, this is really quite nice to play. The interaction is responsive and you've managed to capture the boomer shooter feel very well. Gunning down enemies is really fun! The level design could use some work though as the importance of the bank means the player needs to stay mostly in one location. It's also possible to get left with no combat option since your ammo can run out and the only ammo drops I've seen are enemies... so if you've run out of ammo and you can't fight, you can't fight. It's a bit of a catch 22.

Thanks for playing, and thank you for the feedback! A couple other people have also told us they weren't sure they could hold the button down to keep updating the radio station (also works for the window). It's something for us to work on should there be a next time; communication is everything :)

Glad you liked the game! We tried to make sure you couldn't just sit still and be rewarded for it; you always need to push further forward. Of course I reckon we've managed to build a loop that's fun for just one more try. My current best score is 39350 for our game, while my best score for your game is still a quite low I think at $870 :)

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Incredibly impressed with this. Outstanding entry for the jam. Everything's a gamble, every decision you make must be considered carefully. Haven't seen a better approach to the theme yet. Very well done. 

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To my understanding, there's a 48 hour grace period where builds are not locked to allow for bug fixes in case you couldn't make it in time. This counts as a bug fix to us, since a couple of the team noticed the sensitivity was unreasonably high. I since looked around to make sure I wasn't going mad, and there's a known difference in the mouse sensitivity between builds for WebGL and other platforms which we weren't aware of. I don't think we've done anything wrong here as we're not adding features any more. For instance, it would have been great to add this as an option in a settings menu, but we ran out of time. We also don't have a pause menu where such a setting would have been helpful, but again we ran out of time.

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This is an interesting idea. For the first 5 minutes I think I was struggling to understand the mechanics a bit, but eventually it clicked what the risk you're taking is. Better communication of what the next stages are could help with the early decision making, and it would be really useful to be able to zoom out again to take stock of the board when you need to make a decision on what to do with a die. I'm assuming the die graphics in the bottom left are supposed to update based on the current die value on the board, but that's not happening at the moment. Either fixing that or a viewpoint change button would do the trick. In fact, since a new die roll can still move other dice on the board, it would make more sense to update the bottom left graphics. I think the idea to cap payout each round to whichever dice you haven't rolled yet is very smart; makes upgrading your dice even more essential.  Overall I like it a lot, just wants a little extra polish.

Really enjoyed this, just a shame it's not longer. I love the core visibility mechanic; makes every corner feel like a big risk. Great idea, and great job!

If you want to try it again, we've just lowered the sensitivity by 50%; something we didn't know about WebGL builds from Unity, so we've all learned something new today. Thanks again for your feedback!

Thanks for playing the game! Sounds like we did our job pretty well based on your verdict.... ;)

Thanks for playing the game! I've noticed this myself as well, which is disappointing because it only seems to happen with the web build. We did actually restrict the pointer movement speed on purpose, so we'll need to try and fix that. Thanks for the feedback!

Thanks so much for playing, and I can't believe you found this as well XD

I found it a grand total of once during dev and it didn't repeat, so we've got a couple ideas what causes it but we'll need to do some digging!

Really great game, I love the simplicity of it. The commitment to the aesthetic is excellent and it controls very well. The type of game that's easy to learn and hard to master. Excellent work, can't wait to see what you make next!