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Desolation Mind's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1166 | 3.719 | 4.400 |
Overall | #3541 | 2.874 | 3.400 |
Style | #3575 | 2.874 | 3.400 |
Enjoyment | #5556 | 2.028 | 2.400 |
Ranked from 10 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?
Jupiter and its moons is physically accurate and "built to scale" with the real world
Development Time
96 hours
(Optional) Please credit all assets you've used
Cc0textuers
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Comments
Wow nice job, really impressive.
Really cool game which takes me back to Outer Wilds. Takes some time to learn how to properly control your ship.
Great game ! The movements were kinda hard to take in hand at first but it was quite manageable ! Good job :)
The mouse sensitivity is nearly unusable for me and the camera jitters when i move. Then i started towards callisto and I got totally lost, maybe i built up speed in the wrong direction, but i couldn't tell because there is no velocity vector gauge. The graphics i thing do too little with too much. But i really liked the fantasy of it all, but the execution i think doesn't do it justice. (I you can find the time i would be happy if you took a look at my game and rated it)
Sorry to hear that, yeah I was planning to add a sensitivity slider like I did in my other games, as well as a game over screen if you go too far away from Jupiter or something, but I ran out of time to do that. You basically get softlocked if you go too far out and cant find a way back again which is kinda a bummer. I'm glad you liked the fantasy and setting though I am pretty happy with the vibe this game came out with!
PS actually I did remember you actually can see your co-ordinates on the top left and those orange dots represent velocity so going back after going too far from Jupiter might be possible but I'm not sure. Anyways I will go review your game when I get time! :D
This must have taken so much math to get right, definetely fits the "SCALE" theme xD
It certainly did lol. Who could've guessed that making a space game would involve, ynow, rocket science? I think the worst issues were the floating point precision issues and game engine limitations, for those there was literally nothing wrong with the maths just Godot broke down and just gave up if you were too precise. Definitely spent like 30% of dev time purely just on that
Love the idea of being a space trucker. Has mega potential as a horror game too!
Thank you!
I love game like yours, as I huge fan of Outer Wilds and space in general. The movement was not so difficult because of it, and made the experience really enjoyable for a jam game.
Thats good to hear, TYSM!