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IFUV's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #150 | 4.136 | 4.136 |
Overall | #1948 | 2.955 | 2.955 |
Presentation | #2287 | 2.909 | 2.909 |
Fun | #2716 | 2.545 | 2.545 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game is about slowly losing control of a crumbling station. As systems start to fail and aliens start to swarm, the player starts to feel like they're completely out of control
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
Cool concept! I think this could be really great, here are some loose thoughts:
Ooh, thanks for the feedback! Let me see
- That was a planned feature at the start, but we ended up not having enough time to implement it. I kinda like how, if you understand the way the aliens move, you can kinda guide them using doors and baits, I fear adding that feature might lose that kinda rewarding feeling you get from understanding how these systems work. Still, it's definitely something worth experimenting with
- The idea behind only being able to use one system at a time was that you couldn't create a complete sense of safety, since you had to switch between systems that would protect you directly (the baits) and ones that would fix important parts of your station (the repair systems). In theory that would create a gameplay loop that consisted of using everything you had to try and get yourself in a safe position, losing baits and breaking both doors and cameras in the proccess, and then having to switch to fixing everything you broke and hoping that what you did before was enough to keep you safe while you were doing this. I think it kinda works the way the game is right now, but sometimes the rng of the aliens just moves them in a stupid way that just makes it so that you're waiting while the enemies wander off into the distance intead of feeling constantly threatened. Some rebalancing of the alien's movement or of the systems could be interesting. An action system is definitely an idea I'm gonna keep in mind
- We were kinda inspired by Duskers to try to create the feeling of typing in a command prompt. But I don't think the player ever really gets confident enough in the controls for that feeling to settle in. Mouse support might be cool. Either that or working on making the controls more intuitive
Sorry for the wall of text! I'm definitely gonna consider all these ideas a little more carefully if I ever return to this game. Thanks for playing!
Interesting to hear some of your design decision :)
Direction - I think that it's good to give the player clear information to make decision, but you could make some enemies dark, or have dark rooms to mix it up a bit if it gets too static.
Whating abilities - Yeah it's cool that you can't use some abilities for some time, it's just that you can't use any of the other abilities while recovering them which made me just wait around without doing anything. It's a fine balance, and I think the game would benefit to be slightly more interactive in that area.
GUI - I was actually slightly confuse about the position of buttons on the keyboard, one idea is to always have the control text visible (because it wasn't possible to do actions with it active?). I also think that the game could benefit of having different room shapes, which isn't possible in the same way by using the keyboard layout.
Good luck, feel free to tag me if you make a post jam version :)
Yeah, I definitely think the game has potential to be more interesting with some extra time, I'll keep your observations in mind. And I'll be sure to tag you if that ever happens :3
Sorry, but 5min is the longest I'm willing to spend to try and understand how to play a browser game. In this case, I completely failed. It looks original, but it feels unplayable.
Rather than a wall of text that mixes the controls with the thematic description of the game, how about a short tutorial?
Hey, thanks for trying! This was the first actual game we ever made and we thought it wasn't too hard to understand, so we spent the extra time we had on the third day on polishing some of the game's mechanics instead of making a tutorial. Reading the feedback we got, it's pretty obvious that a lot of the mechanics weren't as intuitive as we thought they were. Definitely gonna make the tutorial a higher priority on the next game :p
It looks very deep and well presented for a first game, so well done on that. If you decide to spend the time making it easier to get into and play (and I hope you do), hit me up because I'd love to try it again!
Sure will. Thanks!
Seemed really cool, but I had a little trouble understanding how some of the systems worked. I like the idea of each door corresponding to a computer key though!
Thanks for playing! If I ever return to this game, the first thing I'm gonna add is a tutorial :p
Neat game! I included it in my GMTK Game Jam compilation video series, if you’d like to take a look. :)
Thanks for playing! I guess the game can be a little confusing when you're playing it for the first time :p. We're gonna try to save some time to make a tutorial next time!
The game looked really interesting but I really didnt understand it. Whenever I tried something it made like a incorrect feedback sound like i made a mistake but nothing happened.
Yeah, sorry. We realized a little too late the game might be too confusing so we didn't have time to add a proper tutorial. Here's a little explanation in case you wanna give the game another try.
The error noise can be caused by a couple of things:
- You tried to activate a system (numbers 1 to 6) when there was already an active system. You can only have one system working at once, so you need to turn off the last system you used if you want to use another one.
- You tried to use a door in a room which had a broken door (blinking red), or had something inside it (player or an enemy). You can only use doors in rooms that are empty and have a working door.
- You tried to close a door while the door fixing system (system with a wrench icon) was active. You need to deactivate that system if you want to use doors.
- You tried to use a bait (numbers 2 and 3) while they were deplenished (button was orange). You need to use the bait fixing system (number 6) to replenish your baits before you use them again.
- You tried to have more than 5 doors closed at once. The limit is five, you need to open one if you want to close another (In retrospect, we probably shouldn't have put that limit in the game :p).
Thanks for the feedback! A lot of people seem to have run into that problem so I'll add an explanation of the error noise to the game's page.
This was our artist's first time working with some of the stuff we used, I'll be sure tell him it was well received! Thanks for playing!
This game makes me go YES!
:oo I'm glad you liked it!
Seems very interesting, the sound effects are awesome, but it's very chaotic, I'm completely lost. lol Good job finishing your game and best of luck!
Hey, thanks for playing! Yeah, we definitely should have spent some time making an in game tutorial :p
The art was quite nice, though it was a little hard to understand what to do. Nevertheless, congratulations on entering the jam!
Yeah, we didn't have time to implement it but the game could definitely benefit from a decent tutorial. Thanks for playing!
The style is really great and it looks like a game that could have lots of depth! It was unfortunately not quite clear, what the win and lose conditions were, but otherwise it's really awesome!
Oh, thanks for playing! The game is lost when an alien enters the player's room (the yellow square). We meant to implement a win condition or maybe a time based high score system but these ideas ended up being scrapped due to time constraints :p. I'm glad you liked it!
This one took me a couple of tries to figure out but after that I thought it was a fun little challenge to keep the monsters at bay. I wish the repellent made more sense lol I kept pushing the red repellent to repel the red monsters when its the other way around other than that great job!
Yeah, a little before submission we started to think the game might be a little hard to understand at first, but we didn't have much time left by then so we had to do with the instructions in the game page. There's definitely some room for improvement there
Thanks for the feedback!