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A jam submission

Keep Your DistanceView game page

GamesPlusJam2 entry
Submitted by Battledrake, ors373 — 8 hours, 17 minutes before the deadline
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Keep Your Distance's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#123.5184.125
Technical#242.8783.375
Audio#282.6653.125
Graphics#302.7723.250
Overall#312.8963.396
Gameplay#322.6653.125
Theme Use#422.8783.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was your jamming experience? Were you able to produce more or less than you expected?
Way more than expected, technical wise. Wish I had spent more time developing the actual game instead of pumping so much effort into the mechanics. On the positive side, the framework was setup to be easily extensible, so it all can be built upon very easily.

How did you apply the theme to your entry?
So, when the theme was announced, I spent the day thinking about how I would make a space themed game. I wanted something different than the obvious. At first, I was thinking space as in volume. Inventory like game was considered. Then, the idea of space as distance struck. I had an idea to have a game where you cast spells, but all of them are aoe and could kill you, so you have to give yourself space from them. There are also enemies who kill you on touch and cast their own aoes, need space from them. Also, you're on a grid of spaces, moving one space at a time, using spacebar to cast. Very, indirect approach to the theme.

Anything else to add? (share your twitter, twitch, youtube etc.)
Pickles, i'm a syringe.

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Comments

HostSubmitted

This was a really cool entry! I love that you had so many spells to choose from! Obviously you learn it fairly quickly but it would be nice if you could see where the impact of your spells would be, mostly because I kept killing myself with fireballs :D I love how the graphics and effects look, you can really see you put a lot of work in! Great job!

Developer

I had actually implemented a delay system, where the tiles would light up before the spell would go off. You can see it in some spells, but left it out in others. I was kinda being sinister here to be honest :)

Submitted

I kinda cheesed the enemy out when they just barely showed up on the screen I thew a fire ball near them lol. Nice little game like the 3d models and  magic system

Developer(+1)

haha, keep that up and I'll change the ai to be all fireball, teleporting warlocks that can sense you on spawn and shoot from any range! ;)

I suck at game play, lol. Love the concept of the game, nice graphics and audio. I LOVE the magic spells.

Submitted(+1)

Just an idea.. reading your theme explanation (which I liked a lot) you could've called your game "Safe Space" hahaha

I've played PC v3, hope that's the official Jam version. I liked it a lot! The way you designed the levels and the gameplay overall.... it's kind of too hard for me, but it was well done. I suppose you used Mixamo for the characters? Nothing wrong with that, by the way, just trying to figure it out, I love Mixamo... it makes our lives much more easier. You've put a lot of effort in designing quite a number of spells, the effects are great too... the only critique that I feel necessary to make is for the UI, specially on start screen, I believe you could done a lot better, but I also know why you didn't... the lack of time really makes us have to ignore a lot of stuff to make it happen. My advice for you in the next jams: don't let the Start screen for the last minute, work it out like any other important mechanic, because the first impression someone get from your game is as important as any other part of it.

Anyway, congrats on your submission, really great. Hope to see more from you :)

Developer(+2)

Appreciate the feedback! One idea for a name I had, was "The Space Between Us". But didn't end up keeping it. Feedback is important. Being too difficult is a problem I often face when making a game, for I play it so much I become a pro, while others are new. Always eager to hear people's take on the difficulty so I can make adjustments. Everything can be adjusted very easily. If the enemies are too hard, they can be dumbed down. Too many, they can be removed. Unfortunately, I didn't get the game out early enough for a trial to get some much needed feedback, but alas, such is the burden I bare  for going all out on mechanics.

There is one thing i'll disagree with you on, however. Menu screen. I've made a collection of games, some focusing entirely on menu/ui, some having absolutely none. I've found no difference in the way I felt about either. If my game is to be judged on a menu screen over gameplay, it's a review i'd gladly disregard :). Don't get me wrong, I love the effort people put into their art and UI and that stuff, and I can definitely appreciate a good menu, but i'm a programmer. None of that is important to me :)

Submitted(+1)

I understand your point of view, and don't get me wrong, I'll not judge your game on a menu screen over gameplay, on the contrary. I just felt like it could be the cherry on the top of your cake. Causing a good first impression in our players is important... there's a dev that I follow on social media and once he said something very wise that I try to carry with me in every game: "Your game is as good as it's worst part". This doesn't mean that you game is bad just because of bad UI, specially if it's being evaluated by other devs that understands how hard it is to have to make ALL the game, even if we're more focused in other things, like programming over art (or the opposite). A couple years ago, I didn't know programming at all, I was able to do some art, some modelling, UI, etc, but I couldn't program... I could use assets and code from other devs, but couldn't make my own, so I learned programming and now I'm able to code my own games from scratch. That's why I'm telling you, learning a bit of what you don't know yet can make wonders for your games in the future, if your "weakness" is art, or UI, or anything else, take some time to learn about it and improve your skills, it'll be great for you :)