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Adrift's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2 | 4.250 | 4.250 |
Overall | #3 | 4.125 | 4.125 |
Use of the Limitation | #4 | 4.200 | 4.200 |
Concept | #5 | 4.150 | 4.150 |
Presentation | #9 | 3.900 | 3.900 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity
Cookies eaten
Unfortunately none
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Comments
Love the physics, felt totally in control and not cheated out of shots, and the shape of the player added variety to the bounce that made it a lot of fun. Great stuff!
This is probably the most fun I've had playing someone elses Jam game, starting off I was a little skeptical of the art though. The gameplay was super fun though, the music was nice too, I ended up playing through the whole thing, I especially thought the oxygen bar was a cool idea for essensially health. My biggest gripe is probably that the portals were pixel art and that seemed weirdly out of place. Super fun though!
awesome thanks!!! Yeah I wish I was better at the art but just something to work on for the future
Very enjoyable game with a nice mechanic! Not sure how the spikey space wheels got there, but I had a good time. The portal mechanic worked really nicely.
glad you liked it! And It was setting the mood this was in a parallel universe where some asteroids are spoken. 😂
nice game i hope u make games like this again and a gain.
Thanku but unfortunately i was too lazy to make it longer so sry but in the next jam i will extent it to my limitss :3
What a cute and funny game, i loved! I wanted to play more.
Really cool idea, loved it!
Quite a cool concept, I enjoyed it very much. :)
Appreciate it!
This was great! I caught myself smiling a couple of times when I'd accidentally do a trick shot off a wall and through a portal to get a crystal/gem/thing that I totally wasn't aiming for. The level transitions are a nice bit of polish, and you even have an opening cutscene? Awesome work!
much appreciated!!
Nice art, nice sound effects, and a quite a lot level for a 72 hours. How did you do that? This kind of level design takes so much time. Nice work.
Honestly for me the level design was the last 3.5 hours frantically at the end. I had Prefabs of all the game objects with physics effects and collision logic. So... just had basic ideas for each level, tossed some Prefabs in, did some testing and tweaking on each level for 20 minutes and moved on to the next. Hahahaha!
But thanks glad you liked it!
fun game!
Thanks!
Super fun! I really like your use of the theme!
Thanks!