Thanks for letting me know! I've taken note of it for possible play at a later stage. ^_^
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Whether the difficulty level is too low or not may depend on what you want this game to be. I know that, just enjoying it as some quick-and-simple fun, I enjoyed it.
If I may, I have two points of critique:
First, I had little indication of where I was supposed to go. This was especially troublesome at the start of the game: I was still figuring out what I was supposed to do, and the view was quite close to the rocket, leaving me able to see only a little distance around it.
Second, the collision detection around the giant trees encountered early on was a bit unforgiving: in places I could "crash" into one of them without apparently coming into contact. This felt a little frustrating.
All that said, let me note conversely that I rather liked the handling of the rocket: the controls were responsive, and the rocket's acceleration was low enough to suggest weight while high enough that it didn't feel ponderous. In short, the rocket controlled well, I think! ^_^
And as I said, I overall enjoyed my time with this game. ^_^
A neat game, I think! ^_^
A few thoughts, if I may:
- I would like an easier way to restart the game on losing; right now it seems, at least, that the only way to restart is to reload the page.
- I'd like to see a bit more fanfare on defeating a boss-level--some particles, or an animation, or something. A bit more of a reward for completing a level, in short.
- Sound effects would really make the whole thing a bit more impactful, I think!
All that said, I enjoyed this overall! The controls are smooth and responsive, and the gameplay is simple and yet nevertheless enjoyable. ^_^
The Linux download seems to be broken: clicking on it opens the download popup, as with the other platforms, but no file-saving dialogue appears. :/
(This was observed under Ubuntu Linux 18.04.4, using Firefox 76.0.1 (64-bit))
Ah, I'm really glad that you found it so positive, and that you did find everything in the end!
Thank you: for playing, for the lovely comment, and for making a video of your playthrough. ^_^
The comment is my pleasure; I'm glad if it's been helpful. ^_^
Regarding shooting, is there ever a circumstance in which the player might prefer to not shoot? If there isn't, then perhaps it might be worth considering having the player-character just shoot continuously, without player-input.
A rather fun game, this! ^_^
My only critique might be that it gets a little tedious to rapidly tap the space-bar to fire; I think that I might prefer to have the player-character shoot while the space-bar is held down, instead.
Still, that's a fairly small issue in an otherwise fun and stylish experience. ^_^
That was pretty cool! The mechanics worked well, were pretty intuitive, and were fun to play with. ^_^
(I did feel that when I picked up a box it was held a little far away, making placement a little more awkward that I might have liked, but that's a minor thing.)
Overall, I really enjoyed this! ^_^
The game is a cute little non-violent stealth experience, which I like. ^_^
I will say that I wasn't sure of how to complete the game: I achieved both of the goals indicated at the top-left, and then... found no means of progressing further. I couldn't leave by the front or garage door, as far as I found. Was I intended to return the watering can? To find an open window? Something else? (Or is there no end as of yet?)
It's an interesting concept, and I like the "meta" aspect of upgrading the game that the character is working on, which is the game that the player is playing, and which thus upgrades the latter, too. ^_^
I do think that the "stock room" area could perhaps better convey that an item has been selected: there isn't much feedback there, and in particular no visible change of a given item's "state". It's only on going back to the till that one discovers that an item has been successfully selected. This can make for a minor bump in the experience at times, I think.
(I'm also honestly not clear on what the toy located second from the right on the second shelf might be. Looking at it again now, I'm guessing that it's a toy car? ^^; )
Conversely, however, figuring out which toy a customer wants is a nice little challenge! ^_^
A short and sweet mini-metroidvania; I like this! ^_^
My main point of critique would be that the wall-jumping felt a little unresponsive to me, and thus a little harder to pull off than I might have liked. (From what I saw, it seemed that it only activated once an animation had played, and possibly required really pressing heavily into the wall; I think that I might have found it more intuitive if both--presuming that I have them correct--were relaxed.)
Still, overall the game was rather fun, and I enjoyed it. ^_^
Short, simple, and engaging. ^_^
The "window shafts" that direct the player to the locations for the gems were quite clever, I thought--and not unfitting with the setting, if I'm not much mistaken.
There didn't seem to be much of an ending, alas--perhaps a little more clarity on what has been achieved on completing the game might have been nice.
But overall, I liked this. ^_^
This was a really fun game! The puzzles were interesting, the tools were neat, and the art was pretty. ^_^
My only real critique would be that, while I liked the art-style, it did also make the nature some of the tools a little non-obvious.
Overall, however, I really liked this. ^_^
Update! I've tried it out, and--as tic_is_mad reports--it does indeed seem to work. ^_^
As to the game itself, I like the idea, but I have a few points of critique, if I may. Before I do, however, please note that I've only played a level or two, and so it's very possible that some or all of the below is answered in later levels.
- There seemed to be little incentive to move the human character overmuch. I just parked them in a corner and blasted away with attacks, with the occasional defence as called for.
- Perhaps relatedly, there seemed to be few objectives, save "survive all enemies"--and no clear indication of how close I was to that goal (that I spotted, at least).
- Since all the attacks were the same aside from shape and cost, and since enemies were seldom clustered enough for the attack-shapes to make much difference, the choice of which attack to use didn't feel all that interesting.
- The tutorial was somewhat front-loaded, with quite a bit fed to the player all at once. It might be easier to absorb if spaced out a bit, especially if the player can do the things taught just after each lesson.
All that said, I do think that this is a premise that could be quite interesting, and I like the AI character thus far. ^_^
Alas, it looks like the game doesn't render properly on my system: while the playing of sounds and music seems to imply that the game-logic is running, the window remains black. :/
(The dev- and Unity- logos do seem to work, however.)
I'm playing the web-build, running in Firefox (75.0) under Ubuntu 18.04.4.
Regarding the mouse-clicking, I honestly didn't notice that it wasn't using an actual mouse-position.
It does occur to me now that using left-click for "action" would potentially conflict with the dragging of the view; perhaps the distinction between the two could be a combination of time between mouse-down and mouse-up and the distance between the mouse-down position and mouse-up position. Still, there is the potential for that to result in the game misinterpreting the player's intent on occasions, which may be frustrating...
Anyway, I'm glad if my feedback has been of service. ^_^
Okay, I just played it, so here's feedback on the game itself! ^_^
Overall, I enjoyed my experience with it: the panning was neat and interaction for the most part felt natural.
It would be nice to have a means of scrolling back through previous text-entries: on occasion I accidentally skipped a line of text, and didn't see a way to recover what I'd missed. (Short of re-playing, of course.)
I'm not sure of how I feel about right-clicking to perform actions; left-clicking might feel more natural, I suspect.
If feasible, it might be nice to have a few close-up images of things being examined. For example, when finding the ID-card on the body, it it might be nice to see the card shown on-screen. However, I do realise that this may significantly increase content-creation, and so may not be feasible!
But yes, overall, I liked this! ^_^
I don't seem to see any sort of intro or menu--I see a loading percentage that counts up, after which I'm just dropped into what appears to be a desert island in the middle of space. ^^;
I'm using Firefox, I'm afraid. (Under Ubuntu Linux.) I... think that I have Chromium (not Chrome) installed, but I'm a little hesitant about running games there, as I don't know whether what I presume to be a reduced version of the browser is a safe-enough platform for gaming. ^^;
So, I seem to be stuck on the first screen. ^^;
I can pan the view all around, and I can middle-click to create square yellow boxes, but I have yet to find and action-icons or other means of progressing. :/
That said, as far as it goes I like it: the 3D rotation is neat and works well, and the spacey environment is pleasant to look at. ^_^
That's fair! Game jams can be like that, indeed: much to do, and only so much time available.
I hope that you succeed in fixing the bug, and I intend to keep an eye on the game for updates. ^_^
The start seems somewhat promising, and the music nicely atmospheric.
However, there seems to be a problem with doors: they often block passage even when open. It does look like I can somewhat force my way through by walking into the door as I open it, but that seems to be unreliable, and doesn't feel particularly good. :/
In case it helps, I'm playing the web version in Firefox 75.0 (64-bit), under Ubuntu Linux 18.04.4.
Ah, it's good to have an update, to read that things seem to be progressing well, and to read that the game has been so well-received! ^_^
I'm curious and enthused to find out what the big announcement is!
And finally, I'm glad to read that localisation support is being implemented, and that fan-translations are so accepted. ^_^
All in all, an encouraging and welcome update. ^_^
That was a neat experience; thank you for it! ^_^
I did have a little trouble steering my craft--either turning felt a bit sensitive, or I just wasn't very good with the control setup. I also found that in some cases the distinction between "things that I fly under" and things that I bump into" wasn't entirely clear.
Still, those were minor quibbles. The atmosphere was good, and both the music and the visuals were lovely. It felt non-trivial to find my way, but not so much as to be frustrating. Overall I liked this! ^_^
It's available in the pay-what-you-want bundle, linked at the top! At time of writing, you should still have one day in which to get it!
Thank you very much for being so interested in the game! ^_^
So far, I'm rather enjoying this game: it feels fun to play, and the controls, while a bit out of my usual experience, work well enough I think. ^_^
That said, on my machine at least, the game doesn't seem to save: using a save-point claims that a save has been made, but on restarting the game I only see apparently-unused save-slots. :/
I'm also seeing some minor graphical glitching near the bottom of the screen; nothing that seriously hinders play, but enough to be noticeable.
In case it helps, I'm using a dual-monitor setup, and my system specs are as follows:
OS: Ubuntu Linux 18.04.4
Laptop; Dell Inspiron 15 3000 Series
CPU: Core i7 2.4GHz (4-core)
Graphics: GeForce 840M, 2GB (+Intel integrated
That sounds like a fairly productive week; I'm glad that you got all of that done! ^_^
I am sorry to read that the isolation measures are hitting you so hard; I hope that you get to return to your preferred habits once it's passed, and that the remaining time of it is gentle to you! :/
Fair enough on both points, and the comment is my pleasure! ^_^
To the first point, I'm interested to see what improvements you may make! ^_^
As to the doors, that does make sense! Well, I'm interested to someday see what lies beyond them, then. ^_^
Overall, I very much enjoyed this! :D
I loved the section within the school: carrying out the ritual; interacting with the other students; the pacing of the spookiness; the eventual disappearance of the others; and even the music--all were excellent, I felt.
The section in the other world did, however, leave me a little cold I fear. The various doors seemed interesting, and I liked the suddenly-long corridor that led to the "ordinary key"--but I was disappointed to only pass through a few of those doors. Furthermore, the final section took place in a series of mostly-empty corridors, only spiced up by the gloating of the mysterious other entity.
That said, I rather liked the characters, and the writing seemed good. I also really liked that there seemed to be some choice in how to proceed at various points, such as whether or not to return the drama-room key.
I'm very interested to see where this goes, and am eager to see more! ^_^
The feedback is my pleasure! I'm glad if I've been of service. ^_^
I can very much see where you're coming from on the matter of wanting only a single button. While I think that adding another would be one potential solution for the "shooting" issue, finding a way to solve that issue while keeping the "single button" restriction seems like an interesting design constraint. Plus it does feed into the theme of "uncertainty": "I can move or I can shoot, but NOT BOTH! What do I do?!"
I rather like the idea of including more-intelligent AI. It seems to me to fit with both the visual theme and the theme of "uncertainty": To the former, the planet have faces, which suggests that they might have minds; I also love the idea of those happy planets actively coming after the player. To the latter, after all, the more complex the situation, the more uncertain it's likely to be.
All that said, it seems like you have plenty of ideas, so I'll leave you to it!
Happy dev'ing! ^_^
(Oh, and PS: I like the wordplay in the game's name! ^_^)
This is... definitely cute! :D
I like the movement mechanic! It's neatly wonky. ^_^
However, I'll admit that I'm not getting along with the shooting: it feels like I have too little control there.
I want to shoot at specific targets, but I can only shoot when stationary, which means that most of my shots go other than where I want.
Either compounding or creating this issue (I'm not yet sure of which) is that the blue pellets seem fairly rare, and all too often are blocked by planets. (Those cute monsters! :P)
I feel like--perhaps--if I had more control over the shooting, or more blue pellets to shoot with, I might enjoy this more.
Still, I like the concept here, and I do love that goofy smile on the ship's face. ^_^