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A jam submission

The Long Hypothesized and, Quite Frankly, Spectacularly Overrated End of Life On EarthView game page

2D Platformer in space with Win16 colors
Submitted by shortround — 2 days, 18 hours before the deadline
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The Long Hypothesized and, Quite Frankly, Spectacularly Overrated End of Life On Earth's itch.io page

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Comments

The sound effects of this game are amazing.

Submitted

I shot some aliens and ate a lot of food. I liked the keycard system, which gave the level design a nice feel. The look is not only great and all comes together but also funny in a good way. My only complaint is I think the control scheme is a bit strange, I'd like to see wasd also move the character and possible change shoot to also be f. Overall I like the game.

Submitted (1 edit)

Music nice. Naming convention good. I'm pretty much on board with what Heegu said.

There's sometimes a hazard that you don't quite see in time because the screen doesn't scroll enough, I guess. I'd feel more guided if I could see more map but it's that eternal struggle of trying to manage how much the player can see without turning everything into a wash of tiny inching pixels. 2D dev is suffering like that.

Developer(+1)

Thanks for the feedback! The soundtrack seems to be polarizing. Some say it's okay, others say they can't finish the game because of it.

I'm trying to figure out more about level design and what makes levels fun/not fucking annoying

Submitted(+1)

Game feels pretty good to play, but the repetitive droning music got difficult to listen to quickly.

Submitted(+1)

I was honestly surprised by how good this game feels to play, which is all thanks to the sound design. Weirdly fitting crunchy rock music plays while your character constantly utters retarded sounds when jumping, falling from a great height or taking damage. Shooting your gun and killing enemies has appropriate feedback, and for some reason you just need to collect every single one of those pizza slices just to hear that crunching sound again.

Where the game feels weak is the level design. It was only by the fourth and final level that everything started to really click. The first level is an annoying keycard hunt, the second a mind boggling pachinko machine and the third just felt like filler.

I understand that level design probably wasn't the point of the demo (and maybe not even the final game given the parody-like nature of the whole thing?), but I'd consider trying to tighten up all of the levels with more condensed sections of platforming, combat and minor puzzles.

Elements like the flamethrowers in the last level should be first showcased in a safer environment, I always got hit by the second one because I hadn't gotten used to how slowly the flames move. The shooting enemies are way too aggressive and difficult to dodge, I had to memorise their positions to avoid taking too many hits.

The texts/voice clips uttered by the enemies are cute and fitting, but you might want to consider changing to a font that matches the pixel size of everything else. Reading the small mixelated text is difficult.

Developer (1 edit)

Thanks for your feedback 😀 I agree with everything you said. I'm decent at coding features, but I suck at level design. Pachinko was supposed to be an optional "secret" level (it required you to backtrack through level 1 to get to it rather than just finishing and moving on to the real level 2)