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Lunar Unit SK-8's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #92 | 3.200 | 3.200 |
Gameplay | #93 | 3.200 | 3.200 |
Overall | #171 | 2.933 | 2.933 |
Audio | #235 | 2.467 | 2.467 |
Theme interpretation | #273 | 2.467 | 2.467 |
Graphics | #300 | 2.267 | 2.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/sapporovhs/lunar_unit_sk-8
Theme interpretation
I had wanted to make a simple game where movement and attacks were limited to sliding like in the Pokemon Ice Path puzzles. So I fit that to the theme - the player must use a moonshot approach (skating) to destroy the evil on the moon.
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Comments
Killer Game. Nice Idea. I love the puzzle spirit it has. Reminds me a bit of a very old game i used to play as a child. Really good job. Thanks for the experience.
Pretty fun game, congrats!
Maybe you could add some simple points system and a combo multiplier (counting the consecutive hits to enemies until missing one).
Cool blend of puzzle and action mechanics! Lunafer is super tough and spooky!
Just as a comment, to mention that I had a bit of trouble to understand how the player get hit, I managed later though. It felt a bit unfair getting hit sometimes, specially with the oval enemies.
I’ve had a lot of fun playing! Good job!
Fun game. I like that I can play it with one hand. And new enemies require new movement strategies. Nice work.
If you like platformers, you might like to try our game.
Nice game idea, I got actually stuck for quite a while playing it!
I would have liked for the enemies' moves to be more predictable (in particular for the satellite). Not being able to predict them clearly makes the game much harder than it should. I would be curious to know if it is possible to reliably finish it in the hard mode (let's say, is it possible for a good player to finish it something like 50% of the time in hard mode).
Also, nothing very problematic, but it was a little annoying to have to go twice in the door to leave a room (once for opening it and once for leaving the room).
Finally, I may have found a little bug: when one kills the last enemy of a room and reaches the door to go out at the same time, it seems that the door won't open (one needs to move somewhere else and go back to the door for it to open). This happened to me several time in the first room with more than one satellite.
Thanks everyone for the comments - as for taking damage, I had a lot of people test the game and they said it was definitely challenging, but pretty fair. If I made the vulnerability longer after becoming idle, it would too easy to just zip around completely unharmed, which may be no fun at all haha.
I have beaten hard mode only once, so it is possible!
Very nice concept :) it was challenging and fun :)
I really like the concept and approach here. The music is very cool and makes the whole experience feel smart and smooth. The only thing I find a bit annoying here is that I can still get hurt even when I am not absolutely still. So maybe not make the player immediately vulnerable after stopping, instead, give them a little breathing space. Otherwise, I get hurt even when I am constant smashing the keyboard and flying around the screen.
After all, love what you have done here.
Interesting, it's like the ice cave puzzles from the pokemon games, but with enemies. Gameplay was fun. For the issue of getting damaged as you attack enemies along the wall, maybe have the enemy bounce back once attacked to give the player a moment to move away?
One of the most unique forms of attacking I've seen! I think a little bit of time between hitting a new wall and being able to be hit by normal enemies would be a good addition, especially for the crystal enemies. Overall though, I had a whole lot of fun playing this!
Nice mix of dynamic gameplay and puzzle solving!
I found it a bit difficult to attack enemies that are stuck to a wall since hitting them would damage me as well. Maybe you can have a counter that gives you a quarter of a second to move before taking damage?
Fun game! Took me a minute to figure out that I had to attack and not just dodge, but then it was a good combination of frantic enemy-killing followed by a puzzle to get to the door. Nice work!
I'll be streaming playthroughs of games all week on twitch - watch for the link later this week.