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NEON Frontier's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #46 | 4.207 | 4.207 |
Soundtrack/SFX | #56 | 3.828 | 3.828 |
Overall | #64 | 3.821 | 3.821 |
Gameplay | #105 | 3.414 | 3.414 |
Gameboy Soul | #120 | 3.828 | 3.828 |
Interpretation of the Secondary Theme | #125 | 3.828 | 3.828 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
Our game centres on a space frontier that has crash-landed on a mysterious planet. He must gather essential components scattered across this unfamiliar world to repair his spacecraft and escape.
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Comments
Almost forgot to play this one! It's a really cool game for being your first, but it seems a bit unforgiving. If you run out of air(?) it takes 4 steps to die, so if you aren't right next to an air capsule when it happens, you're just screwed. Even if you're next to a recovery kit and there's an air capsule 5-6 steps away, you're doomed... So that could use some adjusting, I've died too many times to a capsule a few steps too far away.
Also, I did not see that there were items to collect at the top until the second time I had picked one up, the colors are too dark! Love the gameplay and having on-screen controls so I don't have to guess at which keys are being used.
I like the atmosphere you built. Very competent roguelike. I love the color palette but it's also my favorite color of blue so I'm a bit biased. Nicely done!
Thank you for your feedback, honestly it's probably one of my favourite shades of blue as well haha :p
Nice Rougelike! I didn't understand why I would randomly start taking damage and die. But there was tons of great style and juice in this. Nice work.
Great work! Amazing graphics and sound. Well done. I would have liked the movement to be on the left hand like the handheld though.
Thanks for your feedback! Do you mean WASD for the movement controls and ex. space for shoot and select in the menu?
Yes, for example. WASD for movement and to the right hand somewhere mapped the other buttons. Not that I am a WASD junkie, I used to play a lot of DOS games always with cursor keys, but the Gameboy has the left thumb for the D-PAD, that is why.
(I have some very strange first choice of buttons in the numeric keypad, although I offer alternatives.)
Love that art style and color palette, sound is great and gameplay is fun. It was a bit frustrating to run into a dead end and then run out of oxygen - it feels unfair to lose this way (since I have no way of knowing if there will be a dead end or not) but otherwise gameplay is solid, really fun :)
Thanks for the feedback! Yeah to be fair we kind of wanted the colour palette to appear dark and cold at the same time, I believe this is what adds a bit to the cosmic feel of a game - the space here seems unhabitable and cold and it kind of adds to the idea that you need to escape as soon as possible. This is at least how I see it. :)
The OST is amazing!
Thank you for your comment, and yes, we also love it!
Super cool look and sound! This was a fun play!
Thank you for your feedback! We're glad you've enjoyed this short adventure! :)
I was hoping for a good rogue-lite and i am not disappointed :)
Glad to hear it! We put a lot of our team effort into this! :D
Cool little rogue-lite! Really liked the graphics, UI, and color choices! I think the sound effects were a little too high fidelity for that Gameboy feel (especially the tinkling sound when you collected a component). Also, I think a direction indicator of some kind might have been helpful, since I kept getting to dead ends and then not having any air/health pickups to navigate back out, and it was basically just luck that I found any components. Overall though well done!
Thank you! We might add some direction indications in the future! Some players have mentioned the same issue before, getting to those dead ends and then pretty much running out of oxygen. If we'll continue this project in the future (as our team's motivation is quite high!) we might add those to make the player capable of telling where should they go. Thank you for your feedback! :D
The choice of colours was actually based upon some memories I've had playing a certain videogame. Generally I really enjoy using shades of blue especially with black or it's more saturated variations. :)
Great presentation with both the visuals and music. Unfortunately the gameplay seems to be entirely luck based. Not being able to see ahead prevents any kind of planning. Sometimes you simply can't get enough oxygen. On my best run I only managed to get four parts before I died through no fault of my own. I would like to see more but the gameplay loop requires a lot of retooling!
Hey there,
Thanks for the heads-up! You're spot on about that. In the future, we plan to tweak the algorithm for the map generation. In the subsequent phases, we hope to add more strategy depth. Stay tuned for more cool updates!
Unfortunately I can't play this right now :p
But I still feel like rating this, so I'm basing this on the video and comments :/
So, I gotta say, this looks amazing! The artstyle is nice. Definitely looks like a game that could have released on the the gameboy.
The only thing that I noticed (immediately) was the music. It's definitely not bad, it's very good in itself. It's just that, it feel more like a SNES track than a GB one, and Ik the GB can play (very low quality 4bit) samples, but im 100% sure they can't be THAT high quality.
Still though, from what I can see, there was definitely a lot of time and effort put into this one! :)
Unfortunately I can't play this right now :p
But I still feel like rating this, so I'm basing this on the video and comments :/
So, I gotta say, this looks amazing! The artstyle is nice. Definitely looks like a game that could have released on the the gameboy.
The only thing that I noticed (immediately) was the music. It's definitely not bad, it's very good in itself. It's just that, it feel more like a SNES track than a GB one, and Ik the GB can play (very low quality 4bit) samples, but im 100% sure they can't be THAT high quality.
Still though, from what I can see, there was definitely a lot of time and effort put into this one! :)
My first impression was "this would be way more fun without grid-locked movement" and then I read the thing saying it was roguelite and then it made a ton more sense how the gameplay worked haha. Nice vibe, nice world, overall nice work!
Yeah, for this project we have chosen to stick to the grid for both technical and game mechanic reasons, however we hope that the gameplay was enjoyable! :)
Very cool visuals and vibe! I wish the combat had a little more depth, but the gameplay loop is satisfying!
Thank you! There was a plan for a weapon selection mechanic, but it'd require us to spend more time on making sure there were no issues with it before the release. But we might introduce it when we'll work on this project again.
May I ask what else besides additional weapons could improve the combat? :)
Potentially there could be more different enemy types that attack in different directions or distances, requiring the player to perform specific sequences of movements.
Perhaps you could draw inspiration from chess pieces?
Nice vibe and Graphics. It is a bit difficult though.
I believe we'll need to tweak the difficulty in the future, may I ask if the difficulty was a result of the oxygen mechanic, the enemies or movement limitations?
I think the problem is, once you go down a wrong path, and there is no oxygen, you’re doomed. there is no way to remember the map for the next play. maybe the oxygen should last longer. and having a mini-map would be great :-)
We had an idea for a map or some sort of a radar to display enemies / resources, but frankly it's feature that might be added in the future - we'll see, for the Game Jam we wanted to introduce what our team of four has managed to accomplish! :)
I like really the graphics.
Thank you for your comment! We've been fortunate to have Nexreon as our artist. We hope you've enjoyed the game!
Thank you very much! We very appreciate your feedback :D
great graphics and sfx, but gameplay is the weakest part. don't know where to go and there isn't enough oxygen on the map to sustain me, so i always die of oxygen deprivation.
Hello there!
Thank you very much for playing our game and for your feedback! We did our best to tune the spawn algorithms by trial and error. As you mentioned - it doesn't always work the way we intended, but keep an eye on our page as we plan to work on this project. Without time pressure, I'm sure we will be able to deliver an even better product!