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A jam submission

Space Time SpinView game page

A rover spins and dodges around planetary threats!
Submitted by DrawnOutDev (@DrawnOutGame) — 5 minutes, 18 seconds before the deadline
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Space Time Spin's itch.io page

Game's Take on the Theme
Spinning Planets, Bosses and Player

Did your team make the majority of the art and music during the jam?
Yes

If not, please link to any asset packs or resources used here.
NA

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Comments

Submitted(+1)

* * * * * R a t e d ! ;) * * * * * Excellent and unique artwork style!
Thanks, I’d appreciate it if you could rate it too!

Developer(+1)

Thanks for the feedback! I'll check it out when I get the time for sure!

Submitted

Thank you! 

Submitted(+1)

Very original! But more importantly, the visual style is absolutely stunning—seriously impressive! This was a lot of fun, excellent work!

Developer(+1)

Thank You much appreciated!

Submitted(+1)

I liked the art of the game a lot, I also liked the heavy use of the theme. Congrats on your entry!

Developer

Thanks you too!

Submitted(+1)

I like the visuals and the usage of gravity, it feels really natural, I would also like to escape a bit from planet gravity even if its not by a lot, maybe to feel less limited, but is good as is too, I rate graphics and fun on top but all is cool, also if you have some time, please rate my game too, thanks!!

Developer

Thanks! I will definitely look over it.

Submitted(+1)

I see you’ve received great feedback on how the pacing could be optimized. I adore the concept, am a big sci-fi fan myself so the lil rover stole my heart! The art is beautiful, though the gameplay is a little difficult for me! Tutorializing the game could really benefit the whole feel of the game. Cute music too! Great job on what you made

Developer

Thanks! It was fun doing the music and the art. Unfortunately we only had the later half of the month to infrequently work on this so it's definitely worth looking back on...the original scope was going to be very Invader Zim inspired with cartoon cutscenes so maybe the idea could still develop.

A tutorial you say, as game devs we overlook that segment because in testing it becomes the norm so that's definitely something to look into if we continue this.

Submitted(+1)

Fun graphics and animations, a bit hard for me but I need to play more!!! XD good job

Developer

Thank You!

Submitted(+1)

Art is great I like it. 

Developer

Thanks it was fun to make and test as well.

Submitted (1 edit) (+1)

I really like the overall aesthetic, although the giant "Try Again" button looks a bit ugly compared to the rest of the GUI (I guess due to the jam's time constraints). The music is quite good as well. Overall, I find it an original and entertaining game, though there are some details that hold it back:

  1. I think the player should be a bit faster, and the reaction time after an input is too long. I understand that it tries to simulate more "realistic" movement, but I believe slightly faster reaction time would improve the gameplay feel. It can get frustrating since the boss is considerably faster than the player, and at times it feels like you don’t have enough time to react.

  2. This point is less forgivable. The collision box of the boss or the player is clearly larger than the sprite. In this type of game, where collisions are so important (like any platformer or action game), the collision boxes for both the player and the enemies should be smaller than the sprite—this is a golden rule. Even if you make the collision box exactly the same size as the sprite, players will often feel like they’ve lost without even touching the enemy. It needs to be clearer when you’ve actually made contact, and that’s why it’s done this way.

Despite all this, I found it fun—I spent at least half an hour trying to beat it. I’m not entirely sure, but I think the boss takes damage from the asteroids, is that correct?

Developer

Thanks for playing and the insightful feedback! Really gave us a lot to think about for potential newer builds...

Our team worked on the game for brief spurts of time so we didn't really use the whole month unfortunately so some shortcoming like the UI for some of the menus was done on the very LAST day XD

It's meant to be slow on terrain due to friction but the slower planet gravity feel does need a bunch of anticipation and I get why it doesn't seem to feel as snappy and we'll definitely see if we can toggle the pacing on later builds if we do so.

Collision boxes were most certainly not the size of the sprites for most game objects XD you caught us red handed and that's something that makes it too hard as we see more playtests so that's a very good thing you pointed out that we'll fix indeed!

Thank you for playing yet again and yes the asteroids damage the boss on phase 1 and on phase 2 the boss can only be damaged via using and consuming the SUPER DASH token!

it is possible to beat but very tricky for new players.

Submitted(+1)

Honestly, good jam entry. I'm just more confused on how you are supposed to progress. I like the art and the design of the planets though. You killed it!

Developer

Thanks its a bit complicated but you're supposed to damage the boss using the asteroids and super dash token so it takes a while to get a grasp