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A jam submission

Moon ThiefView game page

Who turned out the moon?
Submitted by catsanddo — 11 hours, 14 minutes before the deadline
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Moon Thief's itch.io page

Results

CriteriaRankScore*Raw Score
Design#2312.7272.727
Adherence to restrictions#2333.5453.545
Overall#2642.5232.523
Polish#2771.9091.909
Enjoyment#2831.9091.909

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Short but sweet, and the visuals are really nice :)

Submitted(+1)

Loved the premise and the graphics.  Really nice, but very short.  Still, great job!

Submitted(+1)

I did not understand everything, sometimes I would jump and be somehow teleported back to the ground.  It is difficult to feel the ascension movement -or falling. I think the controls could be improved some more.

I Iike the story though going after moon thieves has something poetic.

Submitted(+1)

I tried your game, initially i struggled with the commands (my fault, don't worry) but then i managed to complete it. That's pretty cool, but i think you should keep working on it. Anyway, if you try my game, let me know what do you think about it!

Submitted

I finished it in about 20 seconds. I mean, it's a series of jumps, and if I'm not mistaken you have even added coyote time. But it's definitely too short, even for a game jam, I think you should have at least double the amount of platforms.

Developer

Yeah it needs some work, and more importantly I think I need to improve my design skills.

Submitted(+1)

I can see what you're aiming at here, and the game's aesthetic looked quite appropriate for the competition, but the controls need a lot of work, I'm afraid. It's not possible to jump through platforms, which is a reasonable choice to make, but the screen seems very glitchy and the jumps require pixel perfection or they fail; all of these combined means that I could hardly get above the third or fourth platform, which made the game not fun to play. I think that some tweaks to the controls could completely change that; how a character feels to control is really important to how the game feels to play, and with some work on that I can imagine this game could be dramatically improved.

Developer

I totally agree for a lot of that. It was good learning for me on the code side because I made it from scratch, but it really suffers as an actual game. I intend to do some post jam work on it later.

Submitted

It's great that you did it -- experimenting with stuff is what jams are for! So nice work on learning :)

Submitted(+1)

The character was slow and barely jumped, and the platforms had weird hitboxes that made me fall a lot. Made it unenjoyable, however the constant falling down made me want to complete it even more.

If you put these controls into a getting-over-it type game it would work pretty effectively.

Developer

I wondered about how the platforms would work myself. The weird hitbox effect is actually because I tried to add 1 frame of coyote time to make it a bit easier, but I guess the low frame rate and resolution just made it feel awkward in the end.