Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Indigo SatelliteView game page

Robot Fighters in a Lab.
Submitted by RustyLights, Ryaninho — 21 minutes, 40 seconds before the deadline
Add to collection

Play game

Indigo Satellite's itch.io page

Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1G3B-NA5-JKGqIjzGyiC4C1y_jkO4bhEzdjFCGYrLztE/edit?usp=drivesdk

Have you checked that your GDD is publicly accessible ?
Yes

Is your game set to public on itch.io so we can see it?
Yes

Summarise your game!
Indigo Satellite is a 2D combat-based platformer where you assume control of Zero, a powerful fighter robot capable of obliterating obstacles in his path. Armed with only two fists, the player has to navigate through the ruins of a laboratory filled with deadly enemies, and deadlier bosses.

Please explain how your game fits the theme:
In this scenario, Zero is designed and made as the weapon. The main mission of the game is to defeat Phobos, another robot with a similar purpose yet more sinister motives, and there is nothing else except accomplishing that mission.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Great spritework and game feel! Any platformer that has a slide and a jump, I always test if I can slide+jump. So happy that I can in Indigo Satellite! Great work

Submitted

Wow this game look amazing! The art is so good. I think most of platforming was trivialized by the dashing, but that's something that just comes down to testing. The real stuff was fighting the bosses. Controls were very tight. I got stuck on 4 arm gun person for a while before figuring it out. All the bosses I think were cool though. Getting megaman vibes. Enjoyable music as well. Cool entry

Submitted

A smooth and well-themed platformer. The levels were not that difficult except for the last level which utilized dashing and the enemy rushes could be cheeses by spamming dash. Most enemies in the levels could also be skipped by using dash.

Submitted(+1)

this game is really cool! i was really surprised by how many high quality assets you guys made in such a short time! all the UX feels really nice and the game is just generally really fun :) I could definitely see this game being made into a whole project :D

Submitted(+1)

Really really really good, like everything. Levels are detailed, characters are well designed, story is worth caring about, music compliments gameplay, movement feels great, and its challenging. Everything feels so original, with the whole game oozing passion. This is a potential jam winner right here. It's so good that sticky keys became a game mechanic; closing it after too many dashes before you get hit. I can tell you guys had fun developing it, and I had fun playing it. So thanks for making this game, I had a blast!

Submitted(+1)

Wonderful work from you all, thanks for linking me to the game! I am unfortunately terrible at platformers so I could only play for a few minutes, but the art direction is incredibly well done and the movement is super enjoyable, and it overall seems like an incredibly polished game, even if it WASN'T under a deadline. In 2 weeks for all of this is wild! I really like Zero's design and character as well - great work from your whole team! 

Submitted(+1)

Amazing level of detail and polish on this! Super cool to see something like this made for a jam. The player controls are snappy and the hit boxes are really tight, amazing that your team managed all this in just two weeks. Really incredible! Did you have all the assets built ahead of time or were they made for the jam?

I did get stuck inside the tilemap at one point dashing into a wall, I imagine the collision shapes deformed during a dash or something and ended up getting stuck in this exterior corner.


Developer

Half of the character designs were made prior to the jam by myself, but the latter like the enemies and bosses before Phobos were done during the jam! And all of the art and assets were made by me and Ryaninho during the project.  That's probably the likely cause of the issue with the hit boxes, since our code for collision tends to get weird in edge cases (After all, we only had two weeks). Thank you for your comment, I really appreciate it!!

Submitted (2 edits) (+1)

Wow insane level of polish here, awesome job. I would have appreciated some more forgiving checkpoints within the level. The combat felt nice and i really liked the sliding. Really good job! Also did you create the death transition animation yourself or did you get it from somewhre? the black squares going across the screen. i like it a lot.

Developer

The black squares were pretty much us following a GameMaker Studio 2 tutorial, switching things up so we could make it fit the way we wanted it to!

Submitted(+1)

Nice game. The last boss was pretty hard.