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Solis Luna's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 4.120 | 4.120 |
Gameplay | #1 | 4.000 | 4.000 |
Audio | #1 | 3.900 | 3.900 |
Fits the Theme | #2 | 4.500 | 4.500 |
Creativity | #3 | 4.100 | 4.100 |
Art style | #3 | 4.100 | 4.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fantastic game! The graphics were minimal, but were really polished and cohesive. Instructions were clear and I liked the seamless transition from "try out the buttons" to gameplay. The first time I played this I found it impossible. Tried again and I realized that I could control the speed of orbits... for some reason I thought that would be proportional to the size of the orbit. It seemed like you had to tap A and D to change the speed and couldn't just hold them? If so, I'd update it so holding them is an option to quickly go between max and min speeds.
Great variety of baddies and movement. I found playing with multiple rings to be way more fun, but also slightly easier than the one ring. That single ring is anxiety inducing!
Music was cool, sound effects were good.
Great work on this ddrosler!
Thank you for playing and thank you for the feedback! For some reason changing the orbit speed didn’t work as intended for everyone, sorry if that made the game too difficult!
Great little game! The visuals and artstyle looks great, everything comes together very nicely. I would've loved to see some more variety in the enemies and quicker progression, although I may just be impatient but a way to speed up enemies would've been nice (like tetris as an example.) but otherwise it was really good! Well done :)
What a great, interesting game! I realized liked the game mechanic here. Loved the music, SFX, VFX, menu, etc. Probably too easy for me to spend too much time in this game. Nice one!
Hey thanks for the nice comment! I hope you had a good time playing :D I wanted to add an endless mode for people who wanted the extra challenge, but I was way too tired for it sadly.
Wow, this game is SO well done! Seriously, you did a fantastic job with this. As soon as the game boots up, you're presented with this very clean and snappy UI that feels very professional. I actually enjoyed clicking your menu buttons haha. From music to SFX, your audio is top notch and fits the game perfectly. Really liked how you faded out the tutorial buttons as the player used them (at least I think that's what I saw). The difficulty progression is also spot on, in my opinion. Just as I was able to master an enemy type's attack pattern, you added a new one. And I really got into it when another moon appeared - it felt like I unlocked a whole new weapon. Only thing I'd like to see visualized better is the moon's speed. I'm not completely sure how you'd add that without cluttering your clean UI, but it was difficult for me to know exactly when my speed changed enough after pressing increase/decrease speed. With so much going on, my focus was more on lining up the orbit rings (you did a great job at visualizing the orbits btw). I honestly just avoided changing speed much b/c it'd throw me off when lining up targets. Other than that, this is a very fun and highly polished game! Great job all around!
Thank you so much for the kind words! I'm glad you understood the tutorial buttons since I was a little bit worried that the controls would be confusing to players.
The moon movement speed was probably a bug more than anything. In editor it worked super well, but when I made a build it seemed to change it completely and not be affected as much as I wanted it to be. If I could change any one thing about my game it would be to fix the movement speed to be more consistent and clear.
Thanks again for playing and leaving the feedback, I really appreciate it.
Not sure how you setup your inputs, but I ran into an issue very similar to that once. For me, changing .GetAxis to .GetAxisRaw fixed it. I believe .GetAxis is more dependent on frame rate which can change a lot when playing in the editor vs. a build.
Ah I was just using "GetKey" and hard coded the buttons in. Probably isn't the right way to handle it, but it was working so well in editor that I didn't second guess it until a friend told me it felt weird the day before I had to submit. Tweaked it a bit until it felt good in a build to me, but probably should've looked into it more. Thanks for the advice!
Gotcha, no worries! Also just remembered the Update method for movement causes similar framerate-related issues. If you’re already using FixedUpdate, then I’m all out of ideas haha.
Since Spacewar came out in 1962, we have all wondered what would happen if the star in the game got to have its revenge. Finally, 59 years later, we have the answer!
Gets really interesting once you get to multiple orbits and enemy types with different movement patterns and shields.
Thanks a lot for playing! I'm glad you were able to get far enough into the game to experience the extra orbits and new enemies, since I had concerns it would be too difficult. Hope you had fun with it :)