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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

Submitted

Others already gave feedback about the tutorial messages being very small/hard to read, so maybe thats a reason I didnt find a way out of the tutorial yet. I also got no clue on how to use a scroll after pulling it out due to the same issue I guess. 

No matter how bad I am at your game, it is very charming in its 90s style and how lots of things remind me of the old Gothic titles. Also curious what the first NPC meant by technologies being unusable, so I guess ill have to revisit your game as it  progresses.

(+1)

Love the new tutorial level!

It looked like there were some debug vectors that were visible around the maggots during combat? Also I couldn't talk to Adol once I was out, he wasn't interactable.

Once i died it seemed like there was no way to start again so I guess that's it.

Awesome progress overall since the last time I played, the systems are falling into place.

(+1)

A well crafted and moody RPG that successfully manages to blend the feel of several other great games into one distilled package. The game is still very early on and thus has its issues, so I'll try to focus on what's there.

Graphically the game manages to blend late N64 with early 00s graphics, specifically the visual stylings of Ocarina of Time and Morrowind, extremely well. This gives the game an immediate nostalgic kick you didn't know you needed.

Controls are solid, and an excellent example of having drawn/sheathed weapons as a mechanic. I did have some difficulty with the combat, mostly due to the lack of audio feedback, but also due to being unable to find any kind of armor. Some early game enemies fit the difficulty well, while others will two hit kill you faster than you can react.

Audio would be the main area the game is lacking overall. While what sound effects there are are used competently, there simply isn't enough. The music as well fits the tone and visuals great, when it decides to play.

Truly the game's biggest achievement however would be the NPCs. Widely varied and with their own schedules, reacting to the player's actions, all things nigh unheard of in indie developed games.

From me, PinkTurtle-WIP gets: Punched in the head by an alchemist because I stole his pomao fumo/10

Submitted(+1)


Excited to do another demoday of pinkturtle! I got though the tutorial cave and died to the man standing outside of the exit. I liked seeing this new area which looked really good. The underground area had a good design and I loved the dark element of it. The enemies produced wireframes when hit which I assume are the hitboxes. I'm curious why a rainbow gem is also a key for doors, but I do like the locked doors thing in general. Love the ps1/2 vibes of this game and I really want to see how it comes together!

Submitted(+1)

Thank you for making a Linux version.

The linuxaarch version didn't work for me on Void Linux, but the other one did.

I could not get past the broken statue and skeleton part. It was annoying to read the very small font on a 4k screen and in general I don't think an all caps font is very readable.

I found it strange that I couldn't just click to attack and automatically 'equip' my fists. There might be a reason for this made clearer further in the game I guess. But if not, I think it would be more intuitive.

The graphics look good for what is I think the style you are going for. The combat was meh, I clicked and tried to right click to parry, but they took some of my health and I killed them. There was a lot of debug graphics that you're probably aware of.

I was a bit drunk while playing this. Good luck and stuff

Submitted(+1)

Really awesome adventure style game. Managed to get to the village and mess around. Is the Lizard skeleton in the temple supposed to be unbeatable at this point in time? Also, had a problem with trying to put away torches though I think that may be due to misreading the tutorial text. It's very small on my screen but perhaps that isn't the case on yours? Will definitely play a bit more to see what else I can uncover but for now that's all I could comment on.

Developer

Tutorial text is majorly bugged right now, I'm working on fixing it.

Torches can't really be put away again, just drawn and dropped when drawing your weapon ( and then picked up again from the ground) since you can't really extinguish a torch.

Lizard Skeleton is more of a lategame enemy, so yes its pretty much impossible right after the tutorial.

Submitted

I like how stylized the art is and how gritty everything feels and how dark the inside of the cave is. managed to get a hang of the combat and parry the maggots. the font on the messages is way to small.

Developer

New builds are live, fixing some lighting issues, problems with enemies being stuck on nothing, hopefully making torches etc. easier to find in the beginning, and adding some tutorial popups.

If you think those Popups are too much, let me know which one of those I could/should cut.

( If you think the popups are shit, feel free to suggest me other methods)

Submitted(+1)

I'm going to have to echo the sentiment that the tutorial needs to be expanded. I run around the crash site trying to find a torch. I found the broken lever, but then it got too dark and I couldn't see anything anymore. I was left waiting around for the sun to come up again but after waiting for quite a long time, I just closed out of the game. I'd be willing to give it another go and provide better feedback if there were more structure towards the beginning.

Submitted(+1)

I really wanted for this to go well, as I enjoyed playing it last time. But I think the beginning of your game needs much more structure, a solid tutorial. I missed the torches, there's no indicator how long it lasts, and the underground section is easy to get lost in with how dark it is. When I finally made it into town I didn't know what I was supposed to do, I couldn't do combat, etc. Just didn't know what to do.

Maybe I missed something, please let me know
Developer

Thanks for playing. I think about adding some tutorial messages/triggers to the Ruins, I kind of ignored that because obviously I know what I'm supposed to do too much, as opposed to actual Players. I'll also increase the Torchtime, I made that way too short, due to me just beelining through the Intro all the time. 

Theres not really much to do after you leave the Ruin atm, so you didn't miss anything major there.

Submitted

I've gone far too long without playing this. Gonna download it in a moment, I'll drop some feedback 

Submitted(+1)

Fucked around for a little while and got to the town.
I don't have much to say other than this is pretty fucking impressive; I can see this game going places. It's funny because whenever I saw webms of it they didn't really catch my eye, but now that I'm playing it, I'm rather captivated. This has a lot of potential, keep it up