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A jam submission

Stranded SkiesView game page

Crash on a floating Island.
Submitted by Tomodev — 2 days, 23 hours before the deadline
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Stranded Skies's itch.io page

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Comments

Deleted post
Developer(+1)

I don't actually know. Its using ~300mb RAM and 30% of my CPU (Intel Xeon E3 1230) its using up all of the GPU ( GeForce GTX 980), but that's to be expected for optimization purposes from the Engine I guess. I can't really make a useful assumption as its nowhere near complete, and it might use more CPU and RAM when its scope increases.  Sorry.

Deleted post
Developer(+1)

I'm sorry to hear that, but I dont think theres any easy fix from my side for that. I keep my Eyes open tho, maybe I run into something.

Submitted

Had a lot of fun with this! I don't necessarily think you need a lock-on function for your combat as Knight Shift suggested, but instead maybe some attack variation? The  worm-looking enemies don't feel very threatening and I wish they responded to being attacked by becoming more aggressive. Finding where to go after obtaining the crystal confused me for a few minutes.


The saving/loading did work for me, so great job with that! Really love the comfy vibe in the town as well. Very fun, look forward to the next update!

(1 edit)

This is fun! Feels like a real game already, kind of got a ludum dare vibe. It emulates that late-90s feel so well; maybe some music would go a long way to really finalising that vibe?

Combat right now feels VERY spammy. I don't know if I could lock on? Feels like dark souls, but kinda more light hearted? I like the broom, but I wish I'd had more options available.

Felt kind of bad not being able to climb up here:


 I got pretty lost after finding the ruins crystal and thought I had to backtrack, the rubble next to this looks like a ramp so I thought I was being taught that I could climb by the environment. That said, you never imply that the player can climb, so maybe no action needed?

Please never change this graphic:

That said, falling through the white down there was an unexpected death.

I say this without a shred of hyperbole - if someone told me this had been a secret early era from game trying the souls formula on the n64 I'd have believed it. Not tryna overcomplement, but this is strong! Gotta leave unexpetedly so will probably do more feedback v soon! Nice work

Submitted

Hi! I played the game a little, got out of the dungeon, then explored the village and got killed by the skeleton at the top of the pyramid. Then saw your request to test the saving and loading(it works), and went back, this time I managed to kill the skeleton and loot his stuff, but realized I was too weak to equip. Leveled up, but was only strong enough to equip the xbow.

Some bugs I noticed that are not listed in the description:

  • HDR calculation seems bugged: when you look at bright objects, everything else darkens so much that it becomes almost black.
  • You can grab items through walls, if they're close enough.
  • Sometimes you grab the wrong item, not the one that's highlighted.
  • When trying to use the keyhole, without the key, the character speaks German.
  • Earth lizards can run up vertical walls.
  • Skeleton can't attack downwards.

Other than that, once all the issues are ironed out and more content is added, I can easily imagine myself playing this game.

Submitted

Played for an hour or two I wanna say, took some notes, noticed a few of the bugs listed on the game page so I won't list them here ;)


Stuff I liked in particular:

  • the lantern light, it was fun in Dragons Dogma and definitely makes dungeon crawling more spooky
  • movement all feels natural and responsive
  • the hidden scrolls in the cloud pool in the temple
  • being able to loot some of the assorted ground clutter
  • pomao plush <3


Noteworthy Bugs:

  • Steam VR starts up with the game for some reason (might be something on my end, not sure, happens every time tho)
  • pausing and unpausing sends ragdolls flying 
  • controls lock occasionally after exiting inventory or the escape menu, fixes itself by re-opening inventory only

 what I remember for this^: it happened when closing the menu right after alt-tabbing, using an item, or saving the game. Seems I can cause it to happen consistently by eating an item and leaving the menu before the animation finishes. 

  •  skeleton backstepped off a cliff (which was fun to watch) but the ai didn't know what to do anymore, even when I walked down next to it
  •  equipping 2 lanterns at once results in neither being on 
  •  Adol turned 180 around on his stump when talking to me at his house, and let me steal all his stuff without reacting (he did 1 shot me after I hit him tho)
  •  surface clouds are painfully bright at night, but could see that being a style choice 
  •  2nd attack on the handaxe puts the character in T-pose 
  •  skeleton swung at me without a weapon, it then appeared after a moment when I hit him, might've still been on his back but it was dark and I didn't think about it at the time


Was fun exploring, good luck with your game! ^_^

Submitted

Enjoyable and intuitive demo.

Submitted

A good start, I liked the way the town and the old buildings looked. Controls are mostly good and intuitive, only thing that got me is it took a little bit for me to clue in I had to put my weapon away to interact with the doors. All in all a good demo, keep it up!