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A jam submission

Cosmic ReclaimerView game page

A game about resizing and pushing/pulling boxes to solve puzzles! Oh, and petting a dog!
Submitted by BeardedCynic, aurora-a-k-a-lightning — 15 hours, 56 minutes before the deadline
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Cosmic Reclaimer's itch.io page

Results

CriteriaRankScore*Raw Score
Style#26043.2133.213
Overall#31852.9782.978
Enjoyment#34302.7382.738
Creativity#35062.9842.984

Ranked from 61 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?
3D Puzzle Game (Sokoban/Lolo inspired) You can scale boxes, and walls to solve puzzles! Bug in the WebGL version, check description!

Development Time

96 hours

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Comments

Viewing comments 20 to 1 of 47 · Previous page · First page
Submitted(+1)

Great use of the theme! I felt the  camera angles and controls made it a little tricky to control the player. A fun game and a great entry!

Developer

Thanks!
Did the camera bother you because you couldn't see through objects when they got between it and the character?

Submitted(+1)

Really liked the puzzles and level design.

Ran into a bit of a glitch where my character fell through the floor and took a while to bring her back into view again, but was able to get back on track after that :)

Great use of the theme when combined with the box pushing .

Developer(+1)

Thank you!

Another bug I haven't seen yet; there are always so many more than expected when we scope this big. I keep saying to myself that next time I will spend less time on features and more time testing, hasn't worked out yet, lol.

Submitted

Did not quite understand the game and the it just broke (

Developer

Sorry about that! It may have been the bug we talked about in the description that broke for you. Also, I have discovered that the exploration area for the first scaling platform may not have been obvious enough either. Where exactly did you run into problems?

Submitted

My experience was just constant crashing, especially when turning the camera.

Developer

Weird, that is the first I've heard of something like this happening. What browser are you using? Maybe there are key binds set to E and Q for you that are causing that?

Submitted

Not that i know of, no. 
Played on Firefox.

Developer

Well, I can't really reproduce it or track down the bug, sorry you had that experience, wish I understood what was going on so I could address it later. Thanks for trying to play anyway!

Submitted(+1)

Cool idea! 3D art is so nice! good job!

Submitted(+1)

Love the 3d models and gameplay!

(+1)

I really enjoyed this submission.  Great job on the puzzles and scaling implementation. 

Submitted(+1)

Given the time constraint, I'm impressed with the outcome! I love puzzles so I'm glad I stumbled upon this. I enjoyed the challenge and how you incorporate the theme. I will admit it was quite buggy, sometimes I would climb something and fall from the animation and when I try to climb the same spot, it would not allow it. 

Submitted(+1)

Love the aesthetics. It got bugged when I tried a second time to climb the stairs. Aside from the janky controls, it looks interesting.

Developer

That's for playing; that's the bug we noted in the description; something broke with the triggers on the WebGL version. :)

Submitted(+1)

It was really easy to understand the controls with the input overlay. 

And the moonwalk while pulling backwards + the music gave me a nice 80s feeling.

Developer

lol, thanks for playing!

Submitted(+1)

Cool game! Putting the input  when you were close to an object was a neat detail. I think the restart puzzle button was broken on windows build... I couldn't restart any puzzle when I tried it.

Developer

Interesting. If that was the case, it may have been an accident with build versions. At least we have the restart button as a backup, lol.

Submitted(+1)

pretty fun! The control scheme was really wierd, which the mouse was incorporated or button were not z or x, which is below where my hand is. Liked the idea tho and fits the theme well!

Developer

Thanks for playing!
I wish we had the chance to implement rebinding for controls, but four days is not a lot of time!

Submitted(+1)

Nice game. The controls need a little work but it's great to see how much you managed to get done in such a limited time!

Developer(+1)

Thanks!

Submitted(+1)

Nice presentation and some fun puzzles, well done! Not easy to get vaulting, climbing, scaling and enemy AI done in such a short time :) 

Developer(+1)

Thank you! We did end up very over scoped!
We planned to have four people to start with, and ended up having two and still scoping for four. Couldn't shake that mindset, lol.

Submitted(+1)

Really fun! Though I do think that vaulting and climbing can be merged into a single button. My favorite part was the music and camera control

Developer(+1)

Thank you!

The keybinds being different for those interactions have been common feedback, even during early playtesting. Here is the reasoning paraphrased from an earlier comment:

"We had vaulting and climbing as separate interactions because of how we are using them. The interactions are on the same object, so different key binds are necessary. Otherwise, the players couldn't choose which they wanted to perform;  we would just have to decide for them, which seemed like a bad idea. If it wasn't for that situation, I would definitely agree with you."

That said, there is probably a better way to design this. We could probably combine them if we made sure never to create a situation where you might need to climb AND vault the same object or type of object.

Submitted(+1)

Funny credits. I enjoyed the game, it's very impressive for 96 hours. I found a bug on the second puzzle, I tried to make stairs with the boxes and when I pressed z to vault, the box flew in the air outside of the screen.

Developer

Thank you, much appreciated, and thanks for playing!

On the box flying, yep, Unity rigidbodies & physics! We had all these cool dynamics planned where you could stack the boxes, climb them, scale two simultaneously on the machine, etc. It was going to help us create some interesting puzzles, but rigidbodies and the Unity physics system wouldn't cooperate! So yeah, we tossed a quick fix in where they should only be unconstrained on the Y-axis and come straight back down when that happens, lol.

Submitted

Really cool camera controls and great visual design. The puzzles really fit the theme nicely.

Developer

Thank you!

Submitted (1 edit)

Spoiler warning banner. Isolated vector illustration on white ...

You can glitch through the wall by pushing a box and walking into the wall backwards. I have to play a bit more to review, but thought that was fun to know.

Submitted

Works everywhere btw, cool concept. Rated

Developer

lol, that's a spoiler for the hidden feature that lets you discover the easter egg area. :)

(+1)

The game is fun, but I encountered some bugs such as being unable to land on an object and some crooked animations but the visuals are not bad

Developer

We never got to retarget the animations properly; we could still use a lot of polish!
I'm curious what exactly you mean by being able to land on an object. While vaulting or climbing, the animations are breaking?
Either way, thanks for playing!

Submitted(+1)

Let me start with things i enjoyed.

I really liked the perspective and camera, it's an interesting way of operating the camera and i actually quite liked that.

The game absolutely fits the theme and some of the puzzles were quite clever.

I assume the models are made by you, and if so then these are really good, if the terrain was matched to the style it would really rock, that's definitely true.

I like the fact the cubes snapped to the buttons so you didn't have to push them all the way.

The main problem with this game is that i got softlocked twice by a bug. Once you climb a ledge once you can't climb it again and it makes you have to restart sometimes.

I feel like the music could loop a little better but it's good.

Overall if this game gets polished it would be a really cool puzzle game :)

Developer

Hmm, do you remember which parts of the stage those soft locks were at? I thought I got all of them in testing. I didn't have time to properly retarget the animations or polish that part, though; thanks for playing!

Submitted(+1)

It was between the first and the second puzzle, when you had to climb to get to it, and during the 3rd puzzle with the 2 blocks

Developer

Gotcha, thanks! We did some more QA and figured out it's a bug specifically for the WebGL version!

Submitted(+1)

Wow, very cool design, like the neon aesthetics! Also open-worldy puzzles are very interesting in contrast to level-based. Tooltip prompts me to push, but I can pull! And moonwalking! :D

There's too many control buttons I guess, and on the one side of the keyboard. Maybe make one "action" button which will be push/vault/climb depending on context.

Developer(+1)

Yeah, I actually meant to change the text on the boxes, have the second one explain pulling and then change them all to "interact" instead. Didn't get around to adding that pull animation either, haha.

We had vaulting and climbing as separate interactions because of how we were using them at one point where they were both on the same objects, so that necessitated different key binds. If it wasn't for that situation, I would definitely agree with you. Originally it was built so you can scale the boxes, climb on them, or vault over them, and use them like stairs together, unity rigidbodies didn't want to play nice though.

Viewing comments 20 to 1 of 47 · Previous page · First page