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Mission Moon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #430 | 1.540 | 2.667 |
Gameplay | #450 | 1.155 | 2.000 |
Overall | #475 | 0.962 | 1.667 |
Graphics | #475 | 0.962 | 1.667 |
Innovation | #481 | 0.770 | 1.333 |
Audio | #487 | 0.577 | 1.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/emreerkaslan/MissionMoon
Theme interpretation
First of all, this is my first ever game. I literally started coding 1 month ago. I wanted to make a simple game where my char would turn back to initial levels with a time machine if player goes to wrong way. I was not able to use those levels though :)
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Comments
This is a great submission for a first game! (and even more if you are also learning to code with this).
I think you should focus on fix some inconsistencies (like some coins that cannot be picked up, the enemy of the first level or the platforms without collisions of the second level).
Then you should focus on the fun part of your game: since it's a platformer, you probably want some challenge with nice rewards (look for some Mario levels as inspiration, however you're not using a scrolling camera for your levels and I can't remember right now any nice example with static camera). There is a lot of great content about game design on YouTube, you should check the GMTK channel for example.
But again: this is a great first step, keep going!
I'm very impressed with how much you were able to put together for your first ever game project!
Now, I won't sugarcoat this - the game's not great. Most of the art looks pretty rough, there's no audio, the controls are floaty and some of the mechanics don't make sense (some coins can't be collected, only pushed around? i touched a coin and teleported to a different level where the camera was zoomed in?)
Regardless, I think you should be proud of what you accomplished here. Putting a game together like this that actually functions - with no prior game development knowledge or coding knowledge in general - is incredible!
Hey, first of all thank you for your comment, I really appreciate it.
I tried to make and include every element (different cameras, coins etc., 1 unaccomplished scene was going down) to learn game development fast, that's one of the reasons that game sucks :) But I have to say reason for floaty controls is gravity being very low in space/other planet and coins are intentional because I thought players not being able to collect coins and drop them down was funny.
It's generally so interesting how a game get a response from any player though. I see that a game must communicate well considering it has little area but too many essentials to communicate.