working on a few bug fixes and some other fun chaos > that I will share in the 3/3 update later today. So yes, still uploading updates today!
Veydio
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Alright, little earlier than a whole week (I'll still give updates then), but just a small update here:
the "Good news everyone!":
Got most of the refactoring done, the rest left is waiting for when I can finish other features, got some of the jam feedback work done, and the new workflow tools are in place and making it much easier to work with the game.
Currently working on the "adding and updating of content". A new starting point/location where you can get more of an idea of the world and pick up the basics of getting around > so some more story there. I also want to rework the ship a bit and add more features to help you out.
the less good news:
Part of what I wanted to do was clean up the art and make more of it. The rub, if you will, being that I might have accidentally fillet my hand a bit (not game dev related) and holding a pencil or pen is just not going to happen this week; unless I develop super regeneration - which isn't likely but the chances are never 0%.
So, I'll probably get more into that next week as things heal up more and I can be more dexterous. Luckily, typing isn't as bad - just slower.
As such!
I'll still be giving a more formal (no clue what that looks like) update this Friday and will post some screenshots of some of the work done. Hoping by then too, I can start working on the art updates and have a public playable build by the end of the week > after this one.
Hope you are all doing well and wearing gloves
Thank you for the complement and more importantly the feedback!
I knew audio wouldn't be clean (I mean, I recorded all the sounds in like 5 mins running around with my phone and just raw grabbing anything that made sound) BUT, I will be redoing/cleaning up audio for sure. Hoping I get better at it with this project.
Good to know about the camera angles. Not the first to get some confusion out of them, and having to play one's game over and over again, you really can't have the perfect "new player" experience; you know how the system works under the hood. But I also have some things in my camera tool to maybe ease some of that. Just didn't have time to test them for the jam.
I'll try my best! And again, thank you!
I can collect the stars, or I can chill with this (I'm assuming some kinda robot) and we just watch the stars come into view
It might seem like a small thing, but I do like the slow ramp of music from soft and quiet > to normal audio. Instead of just blasting you outright. I'm not always the best at audio stuff myself, so I found this to be an insightful reminder of the player audio experience. I usually end up adding sounds/music last, and for jams it's really easy to forget these things if rushing to the end. I will try to remember this chill experience for next time.
Calm and gentle. It is a pretty short experience, but even in a longer game, having some calm moments can help ease out or back into a game without feeling overwhelmed.
Making me have to build my cross hair at the beginning is just diabolical haha, best I could do was make $178. Never seeing my family at this rate. Those fish bones that go out on the far sides are what get ya. Too far to reach. I like the idea of bags of money as like a little boost to your cash. Maybe like some special items to help you recover some health if it was going to be a longer game. In the end, challenging but fun experience for those who like a bit of it. A little more content and I could see this being a rage game for some people. I mean that as a compliment, if you've seen the types.

Hopefully they at least offer a good life insurance policy for this job so my family will get at least something...
Took a sec to get a hang of the controls, definitely better in full screen for me (mouse kept jumping ship if I was yanking too hard). But I like the relaxing "your just fishin" vibes. It's very comfortable. This is something I could could see playing when you legit just want to relax from the daily grind for a bit. The learning curve, for me, felt like enough of a challenge to finally getting a hang of it. Kinda like fishing in real life I guess. I did get too close to the nebula the first time and went screaming into space.

Also, what in the Dr. Seuss! I jest, it good. It's like this simple yet over engineered device that gives your little ship some character. Overall good time that I'd check out more of
Simple easy fun, enjoyed. If I could only have one extra thing, would be when the potential upgrades popup in the center to wait a sec before registering clicks. If my ship is in the center and I'm clicking away > once the upgrades popup > it registers where ever my mouse is at the time so I'm not sure what I'm picking. I didn't notice there was a menu until I was just shooting at the bottom of the screen when it popped up. Feedback aside, fun and easy to pick up!
visuals are cool, but was a little lost in the beginning on the input/output. I would also lose track of what planet I was on as they swirl around and I was analyzing another one. Would not change the planet rotations, I think it looks cool that way and makes sense for planning out a route for ever moving planets. Thankfully you have the Departing/Destination to help narrow it down
Alright, I thought I figured out a cheese strat for a sec, after the second room > if running out of time > I returned to the menu and quickly hit play afterwards and it would give me the value of 2 rooms done but with my clock time back to a min. I only got it to work once though haha so not much of a strat I guess. That mop will trip you up though if you drop near the door way. But overall solid (waste) experience!
I am grateful, thank you for playing! Very much just messing with things and, in spirit of the jam, trying not to worry about perfect and just see where it goes. There's probably some things I could do to help make navigating and interacting more clear post jam. Taking all the lessons learned with this one. I'd like to give this a little more polish and some more things to do later. No exact date when. A lot of code cleanup I want to do post jam before adding more content.
And now that I've had some recovery time after the jam (so tired), I will be going through the review que so I will definitely check your game out. Thank you for the feedback!
I was thinking of what would look better after the jam, I chose this direction due to the time constraint. Like a 3d character with the art in popups or some kinda cut scene or an overall 2d style. I know I've seen some games that handle the 2d/3d contrast pretty well and will probably look at those for some further inspiration . Thank you for the feedback!
"I almost abandonned on week 2" - I am so sorry
I had an idea for some kinda assist tracker to help let you know where about to look, but had it on the cutting board if I ran out of time. ...I ran out of time. But thank you for playing and for the feedback! I wanna clean it up some post jam later, so quest and camera stuff is on the list
Nicely done,
I did have some graphic glitching on the browser, but no issue with the downloaded version. Could also just be my computer.
The story is pretty..."Light Hearted" :D ...I'll see myself out...But, I did enjoy it, and the humor.
I did play through it multiple times to try the different choices. I don't think anything affects the ending, but the variety in flavor text was nice.
I liked the art style and colors. The music also fit quite well.
I think my only "technical" feedback would be that - it would've been nice to have the interact & advance dialogue/choose controls - be the same button/input.
Overall, this was still fun & I think it meets its themes pretty well.
I didn't mind the darker theming. Some areas were hard to understand where to go. Like If I go right, after leaving the house, the boss in the house with the maze is too hard to fight & seems like you need to trigger the main story quest before getting there anyway.
Some of the writing was hard to read, but not so much that I couldn't follow along.
Battles take way too long, especially with only being able to single-attack & wait for several enemies to cycle through.
I did like the artwork for the different characters. I also enjoyed having different endings at the end - based on your choice. I wasn't expecting it and did go through each one.
Glad it got some enjoyment,
I did deliberate if I should've added a run button and put it into the "if we have enough time" list - then the jam got extended while I was out of town, lul. Oh well - I did add in an "intro skip" option with the extension, but that I felt I could do without breaking anything/adding new bugs.
Some of the slowness of things was kinda intentional & some seemed to be a byproduct of trying to hinder Unity, to more accurately replicate limited hardware. Learning how to do it was fun, but in my next project, I think I will go for a more modern/polished style.
Still, it was a lot of fun and added much to my utility belt. :)
I like the idea of this and that I can play along with my own dice rolls (instead of just an RNG script). Other than needing to be fleshed out some, the only things that currently probably need some fixing/polish are:
1. The UI/scaling of the screen could use some polish to make it fill the screen a little better. Maybe make the words/font a little bigger.
2. Menu seems to function just fine unless you click the blank button at the beginning. It clears all the information and soft locks you from doing anything without a hard reset (page refresh).
Again, I like the idea of this. Like having an always-ready Dungeon Master (currently allowing one to play alone without needing to wait for a DM to be ready). I know it is still kinda limited right now, but the potential is there.

