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A jam submission

Cosmic EncounterView game page

A Meaty Journey of Cosmic Proportions!
Submitted by Captain Coder (@TheCaptainCoder), Selgeron, Usagino — 9 hours, 6 minutes before the deadline
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Cosmic Encounter's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#173.6463.646

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
The main enemy in this game is a Cosmic Horror named Eye Key Uh. The characters are also traversing a Cosmic Furniture store.

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Comments

Viewing comments 22 to 3 of 42 · Next page · Previous page · First page · Last page
Submitted

Really well made game, very polished and complete. The art and sound is really well done, and I found the combat engaging and tactical enough to be interesting without being overly complex for a shorter experience, especially the exert system which let me kind of tactically yolo extra attacks in some cases.

The only thing I would really like to see is filtering/ordering of actions, if I select attack twice it would be cool to be able to just spam space to use those actions, rather than have to scroll down, very minor personal preference thing.

Really well put together entry, nice work!

Submitted

The humor was great, the cameo by the big DC community folks was nice, the art was charming and the tactical combat was ambitious and well done, grid movement/turning was tight and snappy. My only complaint was there seemed to be too many combat encounters when it came to the employee area. I felt overwhelmed trying to figure that area out and constantly fighting. Otherwise, awesome entry!

Submitted

Hey! I know you watched me play this on the stream, but I'll leave a comment here just to summarize my thoughts anyway.

It's interesting how small the map space actually is and the bulk of the game is actually the combat. For how small it is, this was one of the games I spent the longest time playing among the entries I've gone through so far!

The humor was honestly on point pretty much throughout the whole game. The missing assets and some menuing and gameplay adjustments were the only nitpicks I had, like allowing the canceling of assigned energy, or having the battle pace improve by changing the action point acquiring message at the start of every round.

All in all, a very good entry ,and I am glad I got to play it!

Submitted

Nice! It shows that you had a lot of fun getting lost in famous furniture store! The combat was really interesting and felt like a tiny fire emblem, but I would have liked a little confirmation sound when you accept something, because you do not get a lot of feedback. Other than that, the green portion with the employee making you turn was evil!

Submitted

Solid entry. Got a little miffed at all the spinners and disgruntled employees...It's like being in retail. This game really brought me back though. Great job.

Submitted

Snappy movement and tactical combat done by the one and only main character what can you ask more?

Only down side: "Q" and "E" for strafing and not turning drove me crazy (but you are not the only ones).

Well done! 

Developer

Thanks for playing! I am glad you enjoyed it. I intended for the default controls to be QE for rotate but messed it up in the final build.

I apologize for not making it clear in the controls menu and I realize it is a little too late now BUT you can bind the keys however you would like by clicking the buttons on the control menu.

So glad you enjoyed it :D

Submitted

Well done you guys, this was fantastic! I loved the humor and the combat was really neat.

Submitted

I really liked the game. As a fan of turn-based games, once I got used to the combat I had a lot of fun with it. Great Work!

Submitted

Nice polished game! I really like the combat system (and the funny tone ofc)!

Submitted

Really impressive! The scope was so ambitious too. I love the tactical combat. It brought back memories of the Gold Box classics. IMO the combat was the best part of the game - having 2 actions and pre-selecting them was perfect. Adding the perishable exert mechanic really added a lot of strategic depth.

Also thank you for color coding the rooms. Having the the "green key" (it was green I think?) for the door in the green area is very smart.

Submitted

Really amazing and fairly deep gameplay!  10 out of 10 for the main character.

Submitted

Really good entry overall - loved the style and the fighting, perhaps one of the most fun fighting mechanics I've dealt with in the jam!
My only nit was with the Green area where you get turned around randomly :( Caused me a headache personally. Seeing the enemies would've been nicer imho - just so I knew what to expect, but the movement and mechanics were 10/10, so can't complain much.

Awesome job!

Submitted

Cool old school dungeon crawler game similar to Pool of Radiance. I really like the tactical turn based combat system. I think it would be better if we could see the enemies on the adventure mode as well. Also in combat screen it would be better if you would have used character sprites instead of portraits. Like the humouros plot of the game. 

Nice entry to the jam. Good job!

Submitted

Solid entry. I found the fighting mechanics quite intuitive. Perhaps the setup of behaviors could have a little more variation in the earlier parts as it was quite a few fights and they turned quite easy after the first go around.

I like the planning bit and then execution with ability to gain extra moves. But the amount of key presses could be a reduced quite a lot by reorganizing them having attack and move first and then in the execution filtering all things not possible selecting move if move and attack if no move as default. Something like that. Especially noticeable on the final boss, that suitably was a bit of a damage sponge.

It would have been nice with an empty line or some indicator of what is new text and where it begins and where the old stuff ended. Especially during walking around and getting story bits.

At first, the controls mapping really messed with my brain since the geometry indicated qwe asd in the graphics but they were layed out awd qse as default. Great that I could update it though!

Nice entry, nice style and fun humor.

Developer

Thank you so much for taking the time to write such great feedback! We really appreciate it!

The combat menus need a ton of work to make it feel less tedious. Our programmer (me) was overly ambitious on what could be accomplished in 9 days… At first, it seemed like all the time in the world… and then… it wasn’t :P

Regarding QWE / ASD: I somehow messed up the default control setup in the final upload. It was intended to be Q/E for rotate by default. I’m very glad the input mapping worked!

Thanks for playing! Glad you enjoyed it :D

Submitted

Very nice entry. Grid tactics is not my thing but works well after a few fights.

Submitted

Absolutely messed up by just ending my turn after picking my actions instead of actually then ‘using’ them… fortunately ol’ mate zoop just tanked it all until I realized.

Fun game, the music was great. Was it just me or was there some impossible space non-Euclidean stuff going on in some bits? felt like I was going around in one bit turning into space that shouldn’t be there

Developer

Ooops! The game definitely lacks a real tutorial to help learn the combat system. As with most game jams I enter, the programmer (me) was far too ambitious with what could be accomplished given the time.

I’m glad you enjoyed the game. Our composer was fantastic!

Re: Non-Euclidean: Are you referring to the very beginning of the game? Or the Green room? Both have some strange movement behavior that probably should be less odd.

Submitted

Excellent graphics and presentation. was thrown with the combat when the entire style changed. but soon got used to it :)

Submitted

Very nice combat.  I think the combat would really benefit the ability to pan around the battlefield as well as inspecting enemies to see stats like health.  From playing I could start to get the feel for which enemies had how much health, but in the beginning it's harder to plan your tactics without that information.

Developer(+1)

Thanks for playing! Absolutely, I agree that there is a core mechanic missing to just view the entire battlefield and inspect each enemy / player. Sadly, we were defeated by time!

We appreciate the feedback! <3

Submitted

This is the best combat I've seen yet, I love the tactics-style approach.

Developer

Thanks for playing! I hope it was not too confusing <3

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