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OPO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #7 | 3.900 | 3.900 |
Polish | #20 | 3.000 | 3.000 |
Theme Relevance | #38 | 2.900 | 2.900 |
Fun Factor | #39 | 2.100 | 2.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
It's a very high maintenance game. I feel this would work better if you added more complexity to each of the 4 stations, and then made it a multiplayer game, like a starship simulator.
Hey Zen00, thanks for the feedback! I totally agree with adding more complexity. We were - obviously - limited by time constraints, and had to fit our scope for our two-man team, which left off expandability. This was inspired by a niche multiplayer genre, actually, from games like "Keep Talking and Nobody Explodes" and "Spaceteam." We were curious what a single player game like that would be like, and we learned that it's equally difficult to play, but less of a draw due to the lack of social interaction; it also requires a LOT of audio work. (Just in this short prototype we had multiple hundreds of edited and mastered voice lines). In conclusion, I think this genre is best reserved for multiplayer.
very original game. I have never played anything like this before. It's too complicated unfortunately. I think if certain cues are given like glowing/blinking dials/panels indicating something to the player to adjust that setting would help.
Thanks, Akusan! I think more feedback is a welcome addition. We were aiming for difficulty and originality, which - thankfully - we seem to have achieved! Our inspiration came from old school "no hands held" immersion. I think we shot ourselves in the foot with a high difficulty curve, because - I seem to have learned - jammers don't want to invest the time to approach the difficulty curve and rather expect an intuitive easy-to-learn game, which makes total sense. Thanks again for giving this a go!
I have never, in my life, felt more stressed and intimidated by a game. I loved it! :D
I'd love it if the tutorial video had better quality. Other than that, I loved the game!
Thanks for giving it a play! I agree with the video. We rendered to low quality to try and keep the filesize small while hoping to implement a hands-on tutorial. We had the audio recorded, a few of the events programmed, and - obviously - the art rendered, but we still had to design the win/lose, all the music, and the audio. That was the entirety of our last day, rigging up the audio everywhere and polishing off a few bugs our testers found. I also thought that the max upload size was 75MB... I'm now realizing it's 750. Haha. So I'll probably attach the higher resolution video to the game. In the meantime, you can find that video here:
Thanks again,
ggsDylan
EDIT: Words are tough.
I wasn't smart enough to understand this game, even after the tutorial. Still looked good and i do see some potential.
Hey don't worry about it! This is a tough one for people who like a less hectic game. My wife was pretty angry a few times because too much was happening at once. I really appreciate you playing this and giving it a go!
EDIT: We really wanted to add an interactive tutorial, but we just couldn't find the time nearing the end. As with most jams we couldn't fit our whole vision in this window of time, but settled for a video I recorded and edited like, 2 hours before the deadline. Haha. If we continue work on this one, that's the next post-it note in our backlog!
This is so immersive! A really unique experience. Really high quality voice acting and sound design. A family game jam team is cool as heck too.
Thanks so much for taking the time to comment. I'm glad you appreciated some of the finer parts of the game! Those little things are some of my favorite parts, messing with synthesizers and giving myself a few hours to drive into the audio as opposed to coding. Feels good, man! Thanks again!
OH MY GOD WHAT IS HAPPENING ABORT MISSION
Me too.