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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 27 to 8 of 47 · Next page · Previous page · First page · Last page
Submitted(+1)

Nice game ! I love the retro vibe of the music and also maybe just me ( and maybe weird feedback lol ) but I like how the camera rotate

Developer(+1)

Thanks for playing! It's not just you either; folks have been very divided on the camera, either they love it or hate it, and it seems to be split right down the middle, very polarizing.  We didn't expect it to be such a popular topic.

Submitted(+1)

Absolutely love the style and feel of the game. 
Definitely could of used a bit more polish (as do most games in 2-4 day jams), but the main thing that came to mind was just how big and empty the rooms were. It got a bit sluggish moving mutliple boxes over a big area.

But I can easily see a further refined version of this being a popular puzzle game!

Developer(+1)

Yep, have heard that a lot about the level, and I agree. It was very cobbled together last-minute and not tested nearly enough. I'm not particularly proud of the level design.

The original idea was to have 5-10 small and tight levels that had a steady puzzle difficulty ramp. Time and tech constraints led to what we have though. If I were to continue it, I would probably want to look into how we could build our puzzle mechanics into procedural generation for a unique experience every time you play. More or less add replayability and rogue-lite mechanics if it was going to commercial release.

Submitted (1 edit) (+1)

Cool retro future graphics + music.
Fun puzzle game! :)
- I would have probably made the jault & climb button the same.
(I see your reply about the issue on other comments just now)
Edit: I basically had the same comments as butterskotch. :)

Developer

Thank you for taking the time to play!

Submitted(+1)

Great start! I see the idea and the with some extra polish it could be a great full game. It works very well as a tech demo, great job!

Developer

Thank you!

Submitted(+1)

A fun little puzzle game, but it could use a bit more polish.

On my playthrough attempts, I ran into a few bugs - a couple times where the climb button stopped working without any apparent reason, and 1 time where after scaling a box, it attempted to ascend unto the heavens thanks to physics glitching (and the puzzle reset button didn't work for getting it back).

Going to echo 1 or 2 other commenters; I'm not sure what the point of vault and climb being different buttons were. Climb also felt somewhat inconsistent, even when it didn't break - not sure how it's internally coded, but it could use a second look.

Having tutorial text over the interactable cubes after (what I presume was) the tutorial felt weird. Might be that I just didn't make it all the way through the tutorial, but after the first couple cubes, you should already know which button is used for grabbing.

The music was really good and fit the game's aesthetics very well. My one audio complaint is that the enemy lasers' firing sound didn't change with distance - they were always exactly the same volume. Putting a bit of volume falloff on those with distance would make the game more immersive (and let players enjoy the music more!)

Developer

Those are all good points! I was trying to get spatial audio working right before submission but didn't quite make it. The Unity physics/rigid body Kraken is also hard to wrestle down in such a short period of time, so we had to accept that shortfall.

I have had trouble explaining the situation with having separate bindings for vault and climb, it is necessary right now because we use them as interactions on the same objects sometimes. We built these interactors so we could stick them on anything. With the response people have given that, though, I am thinking of just setting aside the ability to Climb and Vault a single object and just let it be either, but not both, and binding it to one key.

Submitted(+1)

Cool idea and solid execution. I think vault and climb didn't really need to be different buttons. The levels also felt like they had a lot of empty space so I think condensing the experience/environments could have been done.

But like I said, this was a solid entry overall!

Developer (2 edits) (+1)

Thanks! I agree with you for sure, we were over-scoped (like always) and the level is one of the areas that suffered. As a professional UX Researcher/Designer it definitely cuts deep that we had to leave it so unfinished in that regard. I appreciate you playing though!

Submitted(+1)

I love the style of your game! The music and models really match and gives it a sci-fi spy-ish vibe. I love the scaling boxes to solve puzzles (I had the same idea!!) and I like the use of turrets to create a need to block as they shoot. I think that in general the game would feel a lot more fluid if the camera was like a directed camera that automatically move to fit where it needs to be to best see the puzzles at each point, it seemed like most of the puzzles were best viewed from one angle to get the best idea of what's going on/ what you're doing. I would also recommend making some of the walls higher or putting something on top of them to make it more clear that you can't just climb over them, I kept trying to stack boxes so I could climb over the walls and it wasn't working. I was a little confused with the wandering robots, I wasn't sure if I was supposed to block them with the boxes too or just evade them, and it was a little frustrating when I got ran over by one and the game ended instantly, maybe setting you back to the start of the area would be less frustrating? Regardless, good job!

Developer

Thank you! I appreciate the detailed feedback!

I think the walls and camera were the same issue. We considered some other potential implementations, but they were all too technically complex for us to implement with the time we had. That's why we ended up sticking with the low walls, so they didn't get in the way. We also found that the locked camera angles that could be toggled were more effective than a freely rotating camera. I 100% agree that part could use more exploration, though.

I hear you on the full reset part, I'm not sure I would create "Little Nightmares 2" style checkpoints that trivialize death. However, I would have liked to introduce mechanics to the players in advance so they know the consequences, I fell short there! My proper IPM setups actually ended after the first key block, time again, lol.

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.

Viewing comments 27 to 8 of 47 · Next page · Previous page · First page · Last page