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The Last Lumineer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #64 | 2.946 | 3.125 |
Enjoyment | #73 | 2.475 | 2.625 |
Concept | #77 | 2.593 | 2.750 |
Overall | #88 | 2.475 | 2.625 |
Presentation | #108 | 1.886 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Everlove
Software used
Unity
Cookies eaten
Warm Chocolate Chip
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Comments
Pretty intersting precision game, and it kept my rage level just low enough to power through it, which is a pretty impressive accomplishment. I have a few gripes with the controls, though:
1. Why toggle instead of hold? It just feels so much less intuitive and precise. If you wanted to go for an intentionally "bad" control scheme, I feel like it would have been better to go all the way and have something like a visual console board on screen with buttons that have to be pressed with your mouse. Yes, that would be even more frustrating, but it would be clear that that's the point of it and stuff like that can work for some games, see QWOP for example. This way, I just wasn't sure if the controls were meant to be frustrating or if they were just frustrating due to questionable design choices.
2. There's this weird effect that the rotational motion needs a little time to come to a stop when you stop firing a side rocket, but it immediately stops when you start firing the second side rocket instead. Which leads to the weird effect that it was much easier for me to turn by turning off the rocket I didn't need, which inverted the control scheme, but still felt better than the alternative. Also, I know this is a video game and it's often a good idea to put gameplay over accurate physics, but firing both side rockets at the same time and not moving just felt weird.
Sorry if all this complaining seems like I disliked the game. That's absolutely not the case. As I said, i had enough fun with it to work my way through all the levels. I just think the controls need a little more work.
I completely agree with the first point. I watched a couple of my friends play the game after I had published and they were suggesting hold controls as well. To tell you the truth, I just don't know how to program those using the new Unity Input System. It's on the bucket list of things I want to learn, but I haven't gotten around to it yet. I just have a boolean that says "thrusterOn" or "thrusterOff", which was easy to implement in the game.
I also really like what you said about "putting gameplay over accurate physics". Again I agree with you. Not only are the controls subject for improvement, but also the physics are odd at times (both Left and Right thrusters on for example). In the future I will tune these elements more tightly, especially since they are the core mechanic of the game.
Thanks for the feedback :)
Wonderful, I had lots of trouble controlling the ship at first but I had tons of fun once I got used to it.
I also finished the mission so give me my medal.Gratz mate, gold metal too you!
As a hard sci-fi fan, I really enjoyed the core mechanic. Slightly more forgivable controls would enhance the experience for me.
Thank you!!! I agree with you for the controls, they are more punishing then intended.
Really hard. but made me proud of finishing it.
I think there is a problem with the ship sprite. When turning right the right reactor turn on, that doesnt seems logical..
I think the game is harder than Intended to be honest. Gratz on finishing it! The confusing part about the controls happens when the player is turned upside down, and right becomes left. It's a little brain bending because the camera POV doesn't, hence the confusion. Thanks for the feedback, this is something for me to think about for next game jam!
Very solid idea. There is definitely a learning process involved to get comfortable with the keys. Personally I would increase the damping, so that it feels a bit more controllable. :)
I think the physics could also be tuned more tightly as well. Thanks for playing the game : )