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Entropy 2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #5 | 2.556 | 2.800 |
Gameplay/Fun | #6 | 2.556 | 2.800 |
Devlog | #7 | 1.461 | 1.600 |
Overall | #7 | 2.008 | 2.200 |
Graphics/Art | #8 | 1.461 | 1.600 |
Audio | #8 | 2.008 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Raylib
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Comments
Fun little retro vibe game ๐!
Gameplay
The game reminded me of a very old game called "Moonlander" (I think) were you had to control and safely land a moonlander spaceship. It gave me good old retro vibes. Also with the retro line only graphics. It is a difficult game, but also challenging and fun and satisfying when you succeed to land straight up๐.
Graphics
Simple but they do the job well. And it is a consistent art style throughout the game. Some (particle) effects on failure or success could be a bonus addition in the future maybe.
Audio
The soundtrack is a bit soft in the background. I think it could be a little bit louder, but it did have a nice space ambiance. The small sfx add to it, but maybe a happy sound when you land correctly or some applause ๐.
Theme
It is a fragile ship... I think that was the connection..๐
Devlog
Did not find one...? Would be fun to read how you made it.
Conclusion: Good nice job๐ช.
Thanks a lot for your comprehensive feedback. Appreciate it.
As of the devlog... afaik that was optional. But it wouldn't have been that long anyways since I joined the jam in the final two to three days. The game was made in the framework Raylib. Which isn't a typical engine, which means it doesnt have an editor. So the levels were drawn out in MSpaint and then the coords typed into the level files manually. Which isn't at all a good way to do things, but I guess in jams you never do things the way you should be doing them.
Devlogs should have some secret information about games: so something that I intentionally like to leave in my games are devmodes. You can toggle it by pressing Shift+Comma. It gives you some extra visual information like framerate or the pivot of the space ship. Gameplay vise you don't burn any fuel while in devmode. And you can cycle through the levels with F2 (previous level) and F3 (next level). The mode was just for me so I could test things easier during development, but I left it in just for fun. It isn't part of the actual game though.
That's my short improvised devlog, I guess. Thanks again for your feedback.
Thanks for your feedback.
It was designed to be difficult and a sensitivity slider would have acted too much like a difficulty slider. The idea is to plan movement ahead of time so you have time to rotate.
Nice game man, good level design, was hard to complete it but finally get it XD Really funny game.
Thanks for playing, glad you had fun.
May I ask what your rating was?
like 200 and something e.e XD dont remember exactly the rating at the end.
Nice take on a classic arcade game! Neat UI and I like the little warnings when it comes to landing. I would probably add a little bit of 8 bit music and a little destroy animation to make it feel a little more fragile. Still though , fun to play
Hey, thanks a lot for playing the game and giving feedback.
There already is music in the game, it might have been too quiet though.
As for the animation: I was aiming to create a sort of "low-tech" feeling with the game, which is kinda hard to describe. The game is basically supposed to feel like a device that is actually remote controlling a space craft, and what you are seeing on your screen is just a control display with minimal visual aids. And a display like this, which only has the purpose of showing you only the necessary information, wouldn't have extra fancy things like destroy animations.
Thanks again for your feedback. Appreciate it.