This is a really interesting game! You really got across how frustrating and finicky controlling a rover is. A bit more of an in-game tutorial would have been nice, since it was hard to figure out how to handle certain scenarios, or maybe that was the point. I also really liked the look of the game!
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Rover's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #728 | 3.690 | 3.690 |
Presentation | #2006 | 3.034 | 3.034 |
Overall | #2417 | 2.759 | 2.759 |
Fun | #3514 | 2.276 | 2.276 |
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 fit the theme?
The player loses control of the rover at set intervals.
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We used pre-existing audio
Comments
It took me a while to understand how exactly do I operate the game, but once I got an idea, the game-play was pretty smooth. It was fun playing your game .If you have the motivation you should keep polishing this game and I hope you learned a lot of new gamedev skills. Please check out my game when you have free time :D
I wished I could enjoy it because it looks nice, but I didn't know what I had to do :(
Even reading the instructions. I clicked actions, clicked the map, assigned actions in the schedule and nothing happened.
A pity.
Did you wait for the actions to reach the line where it says "now"? There's quite a bit of lag between scheduling an action and it being executed. This is a core mechanic of the game as the planet is a few light-hours away and thus signals takes a lot of time to travel between you and the rover.
It might also be that while reading the instructions, the rover's battery died. In that case the energy cell would read 0% and the system log would indicate "Energy cell critical. Shutting down". There's a restart button there as well.
Figuring out why the rover is not responding is an intended part of the game, but lacking a proper tutorial section, this doesn't work when it happens right at the start.
Nice game! (I'm a bit of space nerd, and I love the setting/premise :D) As other people pointed out, the controls are not very intuitive, and it takes a while to figure them out... but kudos nonetheless!
This was a really unique game. It took me a while to learn the controls, and I probably would have put them in a tutoral section or something, although adding that would have been a stretch for the 48 hour window. This definitely had a lot of effort put in to it and I enjoyed it.
I had planned to make multiple scenario's which ramped up in difficulty, so that the player has time to figure out the controls at the start in a level that is basically drive from A to B. Though adding a tutorial popup that explains how to do that is definitely a good idea.
The game is quite complex for a gamejam and I didn't think I would be able to finish it in time. Though I'm glad I tried as I did succeed in implementing the basic idea of the game.
I really like the time lag and thinking ahead. I had to read the instructions below the game to understand the mechanics, maybe that could be Incorporated into the game as a tutorial? Great choice of assets for the art.
I did the fake 3D thing because I wanted to try it out and I think it looks cool. Initially I also had planned to have more layers, so you could see elevation, but in my tests the difference was barely noticeable, so I scratched that idea. As it currently is, it indeed does not add much to the game. I feared that in 2D the image would be too flat and that you could not make out the edges of the cliffs, but with the shadow in place it works quite well. Here's an image of the 2D map:
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