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Secrets of the Secret Lunar Station's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #155 | 3.056 | 3.056 |
Graphics | #162 | 3.389 | 3.389 |
Overall | #181 | 3.111 | 3.111 |
Audio | #227 | 2.722 | 2.722 |
Theme interpretation | #279 | 2.556 | 2.556 |
Innovation | #283 | 2.444 | 2.444 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/RubyUrsus/Secrets-of-the-Secret-Lunar-Station
Game description
Secrets of the Secret Lunar Station is a fast-paced FPS set on an abandoned lunar station. Players must explore its eerie corridors, face intense alien encounters, and uncover the hidden truths behind the mysterious outpost. With a unique undo mechanic, you can outsmart your foes and rewrite the course of your actions. A touch of puzzle-solving awaits you in the finale.
Theme interpretation
The theme "Secrets" inspired us to create a game focused on uncovering hidden truths. Set on a mysterious lunar station, the game revolves around discovering alien technology, solving puzzles, and dealing with unexpected twists. The unique undo mechanic also reflects the theme, allowing players to uncover and erase actions as they explore the secrets of the station.
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Comments
Great work! Overall this was an interesting take on secrets! The monster enemy looks great and the animations are fluid. The AI pathfinding could be worked to seem a bit more organic, say giving the monster a charged leap at the player, giving them time to move horizontally to dodge instead of running backwards into a wall or off a ledge. Loved it!
Thanks so much for the feedback! Really glad you liked the monster design and animations. You're totally right that the AI pathfinding could use some tweaking and the idea of adding a charged leap is awesome. It would definitely add more excitement to the gameplay! Stoked that you enjoyed it!
This was a cool game! Definitely think that the difficulty could be tuned a bit but the undo mechanic was innovative
Thank you so much! We hear you about the difficulty, it definitely got a bit out of hand 😅 We're thrilled you enjoyed the undo mechanic 🤩
I enjoyed the shooting, movement, and the undo mechanic has potential! I'm not sure if I just took a ton of damage and didn't notice, but it'd be cool for the undo to also restore your health to where it was. It's a challenging game for sure. I also really liked the sound design, but felt that there could have been a sound cue (or another indicator) for when enemies spawned in. Whenever I'd get an encounter in a hallway, I'd turn back to the nearest arena to try to manage the swarm and it worked out, but it felt like a lot more backtracking than I'd like. Had fun with my time playing this, good work team!
Great feedback, thank you so much! It’s really encouraging to hear positive comments on those key elements. Looking back, we definitely should’ve added a clearer damage indicator. It wouldn’t even have been that big of a task. Adding a growl sound for enemies spawning behind you is such a great point too, definitely something we’ll prioritize next time. I totally agree about the backtracking; I’ll need to dig deeper into ways to improve that. Thanks again for your detailed feedback, it truly helps us grow as developers!
Shooting and movement feel really tight in this. It's been said before but the enemies were a little unforgiving. I think maybe a slower start to get used to enjoying blasting a few of them before being thrown in the deep end might have been nice, but lots of potential here and the FPS mechanics feel awesome. Good job!
Thank you so much! I'm thrilled to hear we nailed the shooting and movement, super exciting to get that right! 🤩 The feedback about the unforgiving enemies and the game getting too difficult too quickly is definitely something we’ll take on board and learn from.
Unique art style, and the monster gave me a good fright! The gameplay felt a bit unforgiving, but the main mechanic of rewinding to your last position was really cool.
Thanks so much for playing! 😊 Super happy to hear the monster gave you a good scare, mission accomplished! 👻 I totally get your point about the difficulty. Balancing is definitely something we'd refine with more time. Really glad you enjoyed the rewind mechanic, it was a blast to implement! Wish we could’ve explored its potential even more, but there’s always room for growth in the future.
Liked the gameplay, but made the mistake to play on trackpad, and I don’t have a mouse to play with right now. But still managed to get far enough, but it got difficult quickly. The art/graphics and audio were good, especially the aliens, they were scary 😂. Good work making this on time!
Try out my submission too!
Thanks for the feedback, glad you liked the gameplay! Playing with a trackpad sounds like a real challenge, props to you for getting far regardless! Happy to hear you enjoyed the art and audio, especially the scary aliens 👽. It means a lot!
I actually rated your game already, but didn't write comments for you yet! Will do that too!
Really good graphics, audio and atmosphere, the aliens are genuinely scary. Sadly I didn't last long after the first alien encounter, but it was fun trying to shoot them all. Good work!
Thanks for the kind words! 😊 I’m glad you enjoyed the atmosphere and found the aliens scary, that’s definitely what we were going for! I’m starting to worry the game might be a bit too difficult, so feedback like this really helps. Thanks for giving it a try!
I made the mistake of playing with a touch pad and it was too difficult. I’ll try again when I get home.
Yeah, it can be quite difficult even with mouse so probably impossible with touch pad 😄
Good job, fun game :)
Thanks! 😊
You have good movement in this. I liked how the laser gun felt (And glad you locked me in until I picked it up, my dumb ass would have left it behind). I would suggest that perhaps you have a mechanic where after being hit, there's a temporary window of invulnerability because right now you can get swarmed and dropped in an instant by the overwhelming amount of aliens. Did figure out how to get pushed through the walls by them though, so that was fun. Cheers!
Thank you for the feedback! I’m glad you enjoyed the movement and the laser gun! I’m the same way when it comes to instructions or tutorials, so I designed it to gently nudge players into doing things as intended, while keeping it as brief as possible.
The suggestion for a brief invulnerability window after being hit is an excellent idea, and I think it could work really well with the undo mechanic too. Getting pushed through walls sounds like a fun (though unintended) discovery, thank you for pointing that out!
Cheers for playing and for your thoughtful suggestions!
Very visually impressive game. Shooting was rather satisfying as well.
Level is lit well, the terrain/map models are clean and simple. Enemy model looks quite creepy too. I have played a few FPS Jam games before, and this is by far the best looking one I've played. Especially impressive you've got it running so well and looking so good in the Browser.
The music adds to the overall atmosphere, and the SFX you have are high quality and fit in well.
For improvements, I'd recommend adding an aim down sight, or add a crosshair. It could be awkward to aim at enemies further away.
As some other comments have mentioned, some feedback for when you take damage would be good. I felt that there was a couple of places where a SFX would be helpful to give some feedback to the player.
Overall, a strong submission. Well done!
Thank you so much for your kind and detailed feedback, it truly means a lot! I’m thrilled to hear you enjoyed the visuals, shooting mechanics, and atmosphere. It’s especially rewarding to know that the level design, models, and sound design made such a positive impression, particularly given the challenges of running in a browser.
Your suggestions are fantastic and very much appreciated. Adding an aim-down-sight is a great idea, and I completely agree that improving the SFX would make the game feel much more polished. Some of these enhancements wouldn’t take too much effort but would definitely add a lot to the overall experience.
Thanks again for playing and for taking the time to share your thoughtful recommendations!
Nice models, UI and atmosphere to this. I'm running linux so I played the web version, and experienced an issue where the mouse wasn't getting captured properly, even in full-screen. I couldn't turn my character around because I think the mouse would still leave the edge of the screen. So I got killed by the first big wave.
Thank you for giving the game a try and for your kind comments, even though you encountered game-breaking issues! Sorry about that! I've added Linux compatibility to the to-do list.
I can't get left mouse button to work, only in this game. So I have to use ctrl to shoot, but ctrl means as soon as I hit 'w' for forwards ... tab closes.
There's a javascript error at startup about Unity failing to capture the mouse pointer.
An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:
TypeError: target.requestPointerLock(...) is undefined
requestPointerLock@https://html-classic.itch.zone/html/12110064/WebGL%20-%20SotSLS/Build/WebGL%20-%...
runDeferredCalls@https://html-classic.itch.zone/html/12110064/WebGL%20-%20SotSLS/Build/WebGL%20-%...
jsEventHandler@https://html-classic.itch.zone/html/12110064/WebGL%20-%20SotSLS/Build/WebGL%20-%...
Yeah, sorry about that! The game isn't firefox friendly. Try edge or chrome!
The "undo" mechanic is interesting. But the number of enemy and lack off feedback when getting hit making it quite challenging to play.
Overall a solid game, great work!
Thank you so much for the feedback! I completely agree, a hit indicator would have been an incredibly valuable addition to the game
Cool game!! I'm not great at FPS, so I struggled to get very far, but I tried several times, and got a bit farther each time.
I wish I better understood the "undo" mechanic. I wonder whether the number of enemies overwhelmed me too much to understand the puzzle aspect of what the "undo" power resulted in. Or perhaps there was a use for it in combat that I didn't understand either.
Thanks for playing and for the feedback! We know it can be tough, especially if you're not into FPS games. The idea was to overwhelm you with enemies so you'd have to use the undo mechanic, kind of like making it a puzzle in itself. But yeah, it seems like we’ve got some work to do to make that clearer to players.