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!
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Cosmic Reclaimer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #2604 | 3.213 | 3.213 |
Overall | #3185 | 2.978 | 2.978 |
Enjoyment | #3430 | 2.738 | 2.738 |
Creativity | #3506 | 2.984 | 2.984 |
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
Comments
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 .
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.
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.
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!
Nice presentation and some fun puzzles, well done! Not easy to get vaulting, climbing, scaling and enemy AI done in such a short time :)
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
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.
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.
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.
Really cool camera controls and great visual design. The puzzles really fit the theme nicely.
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.
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 :)
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.
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.
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