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A jam submission

Somethings on moon colony 6View game page

When an SOS comes from moon colony 6, only one woman is brave enough to answer the call
Submitted by TeePeeDee — 1 hour, 12 minutes before the deadline
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Somethings on moon colony 6's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#103.8133.813
Overall#253.0633.063
Presentation#313.0633.063
Enjoyment#312.8132.813
Design#372.5632.563

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
PixelGameEngine

Team/Developer
TeePeeDee - coding, graphics and game design. Ominous Pigeon Master - composer

External assets
space font by jcmagic, explosion and gun firing sprites by ansimuz, additional sounds from Sound effect Starter pack by simon13666. Janitor sprite from previous game left as an easter egg.

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Comments

(1 edit)

★ Enjoyment: 3/5

I don't really like the behavior of enemies' respawn and the rat boss.

★ Design: 4/5

The features are nice.  Descending with the drill and the wall dash were unique experiences for me.

★ Presentation: 4/5

The art style is ok.

Developer(+1)

thanks for playing... caught the stream was fun to watch, if painful to see the bugs and quirks of the game magnified when someone else plays it... sorry you didn't like the mouse!


Pity you didn't find the big boss you were pretty near just needed to wall dash up the area with the glasses.

Thanks again and enjoying the streams on a the games!

(+1)

I also want to apologize. I think the description on each review category isn't really fair. I didn't point out any positive ones from the game aside from the general. I was really frustrated with the rat boss, I think, so I was very exhausted to leave a good review.

I honestly forgot most of the time that wall dash is a thing. I'll check it later in my spare time.

Also, I point out the bugs and the quirks because I think they're fun to see them! I think a game with a little bit of bugs here and there has a certain charm to it. But, I guess I didn't convey the fun part, I'll try to do better!

Hopefully, I will see your future games in other jams! Keep on going!

Submitted

Good:

  • Wilhelm scream. Made me laugh.
  • I like the wackiness of it. Minecarts full of cheese, flying with an umbrella, a bubble transportation network. All very entertaining.
  • I really enjoyed some of the level design. The laser beam puzzles were great.

Bad:

  • I cannot for the life of me beat the big flying mouse, and it respawns me in the same room, so I can't go look for power ups.
  • Speaking of said mouse, more/any telegraphing would help. There's no indication when it's going to shoot, and when it's going to charge and trap me in a corner.
  • I'm not sure requiring the player to mash the shoot button is a good idea. It's very hard to do on a gamepad, annoyingly noisy on a keyboard, and excludes quite a lot of people with disabilities. I recommend limiting the fire-rate, reducing the enemy HP, and maybe making the rifle fire a burst of shots if you want to emphasize that it's rapid fire.

Overall, I loved the start, and I wish I could get to the rest of the game. I suck at boss fights in general, and this one was particularly tough for me. I gave you a good rating, because I don't think the fact that I hate that dang mouse should reflect on the game as a whole, which I really enjoyed.

Developer

hints for beating the mouse see at 3 minutes on the linked youtube, but basically alternate between top right and bottom left corners luring it to each side... 


The boss probably needs a bit of a health reduction...the curse of playing your game too much and getting so used to the boss fight. it was suggested by the comoposer (so that's on me)


Also If you installed the exe version you can always make it easier goto settings.ini in assets folder set allowbosskill=1 and then when you see the mouse (or the later boss) press O button to take them down to just needing 1 hit left

Submitted(+1)

Thanks! I will try some or all of these things.

Submitted(+1)

Great jam! a bit surprised when I heard a voice acting from the tutorial well done.

my feedback: 

Sometimes I get hit by an enemy and I don't have any chance to escape and get hit till dead.

I'm not used  "w"  key to jump, for me most use "space" to jump, but this is only my problem (I'm just not used to it. )

Developer(+1)

Yeah knock back mechanics still need a bit of tuning, I just ran out of time (OK I was too busy drawing silly sprites that could have easily been left out of the game ;) ) space for me works well because of the frequent spamming the fire button (especially in the boss fights ;) ), but I should have least put in the option to have more usual mappings.

Submitted(+1)

Wow, top marks for creativity! The TV tutorials with the voice acting are so good, the powerups are very unique, and the game is pretty crazy overall. I felt the game very alive, and the metroidvania elements are on point as well. Also, Martia is great.

If there's any feedback to give regarding gameplay, is that it's very difficult to evade attacks on that scale, especially on bosses. I also agree with the comments regarding the dash button. Oh, and unfortunately the game crashed for me right after the battle against Massive Martia (I played the WebGL version).

Overall great game, one of my favorites so far, it's filled with personality. Excellent job!

Developer(+1)

sorry about the crash! it seems stability is not quite 100% though I have had real difficulty reproducing any crashes on play throughs here... (typcial).

 you had pretty much seen it all though, just in case you do want to see the final screens and get the heroes send off- you can follow the same instructions I sent in an earlier post (though you will have to fight MassiveMartia again)

Download and extract files:

Open Settings.ini in Assets folder

change

allowshortcuts=0

to

allowshortcuts=1

save Settings.Ini

start game and press play

Press T 7 times (till you teleport into a room with all the powerups) collect the powerups you want

Press T 4 times (till you teleport to a green room with 2 lasers and 2 red flying drones)

go left and fight the boss...  

(or if you really want a quick route through also set allowbosskill=1 and press O (Oh not zero) when Martia appears to take her down to just just one health point, but it's mostly just a walk through the final few rooms from where you got to (with a twist)!

Submitted(+1)

Great entry. Controls / movement could be a bit better (it only bothered me during boss fights) but the art, the voice acting and overall vibe of the game really stand out.

Very good work.

Developer (1 edit)

Thanks! 


Glad you enjoyed it! I am fixing the movement and controls for a release to put out after the voting finished... downloaded your one and it looks fabulous... and it's been added to the list of entries to try properly when I have dug out my mouse (and am not playing with laptop sat on the sofa ;) )

Submitted(+1)

There's a lot to like in this zany space adventure. The power ups are fun, the bosses are ridiculous, the levels feel like a metroidvania, and there's voice acting!

As I started to put together my thoughts to write up a comment, I found that I enjoyed this more than I realized. There's actually quite a few things that were messy or cumbersome as I played through, but by the end I'd sort of forgotten about them in the glow of a good time. So kudos for that!

For the sake of future improvement, though, here are some things that didn't really work for me:

- The damage  push back seemed to get me stuck in a few hit loops—i.e., I'd get hit by something, bounce, but the invincibility would seem to time out before I had a chance to get myself out of danger, so I'd get hit again, repeat until dead or significant chunk of life is gone. Maybe less push back or more invincibility frames would help? Also landing on bubbles seems to extend the hit stun. Super frustrating in a few places (I'm looking at you, Massive Martia!), just sorta of mildly irritating in others.

- The moving mine carts of cheese gave no indication why they'd be dangerous. That one was just surprised more than anything.

- As other have said, the dash probably works better as its own button. I think why it doesn't work great in platformers is that we often find ourselves making minute adjustment to position to make a jump or set up a timed sprint, but doing a little *tap*tap* suddenly makes you dash across the room in this game. Works in fighting games fine, but maybe not so much here. Also the dash sometimes just goes insane and I end up flying all over the room, haha!

- I agree with dan.collins.dev that the one-way/drillable platforms were difficult to see in areas.

Again, though, I had a blast by the end despite some flaws here and there. Great job—thanks for the good times! ^_^

Developer (2 edits)

thanks, really good feedback. Dash being so fiddly was probably inexcuseable especially with precision/timing based elements in there, and would have taken literally 5 seconds to address in the code to bind it to a second button... Oh well! Also knock back though that would have been a bit more of a rewrite was in my todo list for ages, it just never made the cut.

I have done a few of these now and it's always movement mechanics that let me down, but truth is I will probably always end up prioritising content creation, level and world building as I just get wrapped up in that, glad that came through in an enjoyable (if clunky) game!

Submitted

There's a lot to like in this zany space adventure. The power ups are fun, the bosses are ridiculous, the levels feel like a metroidvania, and there's voice acting!

As I started to put together my thoughts to write up a comment, I found that I enjoyed this more than I realized. There's actually quite a few things that were messy or cumbersome as I played through, but by the end I'd sort of forgotten about them in the glow of a good time. So kudos for that!

For the sake of future improvement, though, here are some things that didn't really work for me:

- The damage  push back seemed to get me stuck in a few hit loops—i.e., I'd get hit by something, bounce, but the invincibility would seem to time out before I had a chance to get myself out of danger, so I'd get hit again, repeat until dead or significant chunk of life is gone. Maybe less push back or more invincibility frames would help? Also landing on bubbles seems to extend the hit stun. Super frustrating in a few places (I'm looking at you, Massive Martia!), just sorta of mildly irritating in others.

- The moving mine carts of cheese gave no indication why they'd be dangerous. That one was just surprised more than anything.

- As other have said, the dash probably works better as its own button. I think why it doesn't work great in platformers is that we often find ourselves making minute adjustment to position to make a jump or set up a timed sprint, but doing a little *tap*tap* suddenly makes you dash across the room in this game. Works in fighting games fine, but maybe not so much here. Also the dash sometimes just goes insane and I end up flying all over the room, haha!

- I agree with dan.collins.dev that the one-way/drillable platforms were difficult to see in areas.

Again, though, I had a blast by the end despite some flaws here and there. Great job—thanks for the good times! ^_^

Submitted(+1)

I’m not sure if this was intentional, but I dig the early 90’s arcade vibe! And the idea is certainly original! The use of the TV network to spoon feed info to the player is cool too!

I also really like the support of a game pad! But maybe next time crib off an established or beloved game like Hollow Knight for the button layout. Initiation dash by double pressing in a direction lead me to be killed when I did it by accident. It’s fine to have a tough game, but players want it to feel fair as well.

We chose a top down space shooter for our game. With metroidvania elements of course. We’d love it if you tried it out, gave us a rating, but most of all dropped a comment on the submission page to let us know what you liked and didn’t like!

Developer

thanks for the feedback.... yeah I should have taken more inspiration for controls from games that have worked this all out before, it is easy to forget on your 1000th playthrough that the silly control scheme you originally created won't be second nature, to everyone else - but It seems to be a common complaint!

Hopefully the fact that death never put you back very far meant it wasn't too frustrating? After the jam voting ends I am going to do a tidy up and will try and fix the control scheme to something more standard, (and then get annoyed when I forget trying to playtest it!)

Submitted(+1)

This one was just so bizarre. The rats look so out of place and the rat boss made burst out laughing. 

It's a giant rat that rides on top of two drones. How do you come up with that stuff.

Also the abilities are absolutely goofy. You can fly with an umbrella marry poppins style, ride tiny bubbles and control robots with an xbox controller you found on the floor. 

Unfortunately I couldn't finish it since it crashed right before the end. 

Also I would critique that the movement feels very stiff ( maybe due to the a bit overly ambitious animations ). And the dash ability is a pain to control. I was dashing all over the place even if I didn't want to.

Congrats on fully voice acting it btw. 

Developer (1 edit)

ah apologies about the crash... were you using the exe or web version? How far had you got ( past "massive martia")?

Submitted

I played the web version. And I hadn't gotten past massive martia. I was at the point where you get the glasses. A bit later than that maybe. 

Is there a lot more after that point ? because if yes I'm gonna replay it in the download version.

Developer (3 edits) (+1)

You were pretty near the end, (mostly just Massive Martia), which is I hope a fairly fun boss fight  -  if you do download the exe version, here are some values you can change in the settings ini which allow you teleport round set areas of the map, so to get back to the room before her and play the final boss.


Download and extract files:

Open Settings.ini in Assets folder

change

allowshortcuts=0

to

allowshortcuts=1

save Settings.Ini

start game and press play

Press T 7 times (till you teleport into a room with all the powerups) collect the powerups you want

Press T 4 times (till you teleport to a green room with 2 lasers and 2 red flying drones)

go left and fight the boss...  

Submitted(+1)

I finished the game now and killed the massive martia. 

Thank you very much for the help with that.

Submitted(+1)

Hey! Nice game! I liked it, but the character felt a bit sluggish, if that makes sense?

Developer

Yeah every game jam I tell myself to concentrate on getting the movement mechanics right first of all... and every game jam I focus on everything but.... But yeah the movement controls could definitely do with tweaking. Glad you liked it though... if you didn't play through too far I do think it gets a bit better once you can dash

Submitted

Yes, that's true! And it has the effect of making the dash a really positive reward, so I guess it works!

Submitted
Deleted post
Developer

thanks! It was so fun to see you play it! Sorry you couldn't use the controller.

Submitted(+1)

Oh man, I thought your username was familiar, but I didn't know why. Loaded up your game, and instantly knew why it was familiar. You made Dr Kimmy last mvm. You have such a unique visual aesthetic that I really like.

I think this entry definitely shows improvement since then. There's much more content in this game, than your last. The character movement has improved.

One thing that did stick out in this game, is that the blocks you could jump on didn't stick out. There were a much lighter color to where I couldn't tell that a block was there unless I was colliding with it. Definitely in the beginning zone and the first vertical shaft of rolling blades. I think if they were more noticeable, it would definitely help.

Awesome job, overall!

Developer

Thanks really appreciate the compliments, and unique aesthetic is probably just programmer likes to draw (but is not very good at it ;)) but glad you enjoyed it!

The block colour I'll take on board (not going to change anything until after judging finishes), but I have a list of "polishes" I want to apply after and that is definitely one I'll add.

Developer

would you mind me asking... (and I hope this is not overly personal to ask in public... if so just say the word and I will delete this comment), but I seem to recall you being quite active on the MVM discord in last MVM and I also remember their was a colour blind user... By any chance was it you? 


( wondering if he blocks are especially hard for some players to see, though they are probably too faint no matter what).

Submitted(+1)

No problem. Yeah, I was one of the colorblind guys in the last mvm. I didn't participate in the discord server this time around like I should have. But yeah, super props to the guy who went back and made a colorblind setting for his game.

Submitted(+1)

Good game, lot of differents enemies, nice game. Very good music.

Developer

Thanks.... was just thinking the same playing your game, amazing music ;) I am loving your entry by the way, and will rate properly, if I ever mange to beat it, and see the whole thing! I just wish it had (more?) save points, as I am not that great at it

Submitted(+1)

they are no save point, because they are not lot of level.

Submitted(+1)

hehe you two are too kind :D loved joining both your projects!

Submitted(+1)

I am impressed at the detail that went into this game! How much time did it take to make the sprites?? Soundtrack has a great retro-future vibe to it too. Very cool.

Developer(+2)

Thanks glad you appreciated the detail -  the sprites most days of the month I would be drawing something to add to the game or tinkering with some of the assets that were there. You maybe able to notice the ones that were created in the last day or so, as the quality really started to drop! 

I never dreamt I would create this much content (and it's still about half the game I originally planned ;) )

The composer did such a stella job, creating 4 area tracks and 2 boss themes in less than a week (he came on late after a cry for help from me)

Thanks for the play through!