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A jam submission

MoonstruckView game page

A short dream of rabbits in space.
Submitted by Clark Padmore — 4 hours, 7 minutes before the deadline
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Play dream

Moonstruck's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#214.1724.172
Interpretation of the Secondary Theme#294.3614.361
Soundtrack/SFX#304.0424.042
Gameplay#363.9863.986
Graphics#394.2364.236
Gameboy Soul#424.2364.236

Ranked from 72 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?
It is about traversing space (as in: outer space, the space inside, the space between, etc. etc.)

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Comments

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page
Submitted(+1)

Once you get used to the controls, exploring the stages is very pleasant! The gravity mechanic is my favorite feature.

Submitted(+1)

Wow, I really loved this game! The music was fantastic and I really loved the gravity of planets pulling you in. Super cool, great work :) 

Submitted(+1)

Neat! It took me a minute to figure things out but once I did, it was a fun experience. There is something just charming about blasting through space and watching things fly by.

Submitted(+1)

Amazing game, very polished, and manages to strike a great balance between Game Boy soul and dream-like surrealism. The physics felt very intuitive, and I really liked the indicator showing the current gravitational pull direction. I feel like the fuel and health limitations were enough to be meaningful without being frustrating, the levels did a nice job of teaching mechanics, and I felt it was the perfect length for a jam game. Only issue I ran into was at one point I was swarmed by stardust bunnies and trapped against a wall, but that just made me feel less guilty when I eventually turned them into fuel. Overall, a great dream, 10/10 would have again.

Submitted(+1)

A very good one. The handling is getting some used to, but overall a great visual and audio experience, wrapped in an interesting story.

Submitted(+1)

All-around great experience and the core gravity mechanic was very polished. I had some trouble consistently defeating the enemies and planets could be a bit sticky/waste fuel, but overall things worked as they should

Submitted(+1)

Awesome! Feels like geometry dash but with those orbits. Hits the top spot. Amazing visuals too.

Submitted(+1)

The planets are super annoying, if you get hit with a planet in the diagonal side, you CAN'T get out. I've been stuck from them like 4 times.

Submitted(+1)

One of my favorite entries on this jam. It got me hooked for a while. It feels extremely satisfying to gain velocity here and event if it wasn't the best move I often just tried to rush to the next objective. I also feel like some sections were designed for it while others required precision and slow movements. Some parts were also very challenging, but never too punishing. For the last part I also discovered settings menu and "re-inverted" colors because they got weird at one point.
I also really enjoyed nicely closed composition of the story. The ending was amazing. 5/5 Good Job! Both for developer and concept artist :)

Submitted(+1)

Its hard to say something bad about this game. Everything is so smooth, solid and polished! This game is small pice of art. Well done!

Submitted(+1)

That was a beautiful experience.

Excellent camera work, good UX helping navigation, and the perfect length for a jam game. Impressive.

Submitted(+1)

Great game! The ship feels great to control & there is plenty of UI feedback to direct the player. The graphics look great & are very fitting to the GB style. The music & SFX are well done. This game hits hard on every front.

Submitted(+1)

Wow, this was really unique feeling. I had a ton of fun flinging around the awesome physics. Good job guys :)

Submitted(+1)

Loved the gameboy feel here, colors, graphics, sound etc were great!  The effect of gravity and physics were well done as well.  I did have a problem with the controls and couldn't quite get the hang of them enough to  play more than the first 2 rooms.  LOL  Not your problem but a skill issue on my part.  Maybe I would be better at it with a gamepad but that didn't seem to work so I couldn't try that.

Submitted(+1)

The controls took me some time to get used to them but everything felt nice once I got the hang of it. I like the added story of the opening and ending cutscenes. This was a very good game nice job.

Submitted(+1)

Wonderful! It felt like waking from unexpected good dream. <3

Submitted(+1)

Enjoyed this very much. The experience felt very authentic to the gameboy, music was excellent and I think the gameplay did a great job of teaching good habits (not over relying on full boost, learning to use the curve of gravity from planets) through game design. 

It was unclear to me on the page whether the inversion or change in color palettes that would happen from time to time was a bug. Whether it is intentional or not I would say my only area to suggest improvement would be to remove that. None of the others I saw looked as good as the original if it is intentional, and if it is a bug it was a distracting one. This is  a very minor nitpick on a very good game. :)

Submitted(+1)

I'm another that had trouble grasping the controls, but I could see the sense they were making; still, a really neat concept and you did great work on the visuals!

Submitted (1 edit) (+1)

Congrats on your submission!  I really liked it, but it was pretty difficult for me after passing around what looked like a nucleus that would make you restart, there was a part that I just couldn't get past.  I kept crashing my ship.  Prior to that point, I did hit a moon from time to time, but I hadn't had much difficulty.  Very well done.

Submitted(+1)

Fun game! 

The music is well done, the narrative is interesting, and the use of the color limitations was great.

If I had any complaints it would be that planets felt 'sticky', the initial impressions of controls leaned me towards pure A+B holding, which resulted in play that felt like I was colliding with things coming fast enough I couldn't react to (Likely just because the acceleration playing like that is quite high compared to the screen space) though the tunnel section broke that tendency out of me. Enemies not resetting on respawn made respawning almost a strategic choice, but it usually felt like more of a benefit to respawn and have a cluster of them on top of me to generate more fuel.

Didn't notice any bugs though, so I'd say it felt 'cleanly done'. Good, fun, clean experience.

Viewing comments 40 to 21 of 51 · Next page · Previous page · First page · Last page