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A jam submission

Indigo Satellite (Game Jam Version)View game page

Robot Fighters in a Lab.
Submitted by RustyLights, Ryaninho — 21 minutes, 40 seconds before the deadline
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Indigo Satellite (Game Jam Version)'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.

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Comments

Submitted

This is really stylish. I especially like the closeup character portraits. Like others I found the controls awkward. Maybe moving the attack buttons to the right hand would help. Or gampad support.

Submitted(+1)

great character design!!!

Submitted

Got through the levels(maybe all) with around 10 retries per level. Level obstacles are the most annoying thing in this game. I find the character control a bit uncomfortable and not feeling confident moving around the obstacles much. But the enemies and bosses are fine. And when I got through the level with boss only, the next level won't load and the screen is forever empty. I'm not sure if this is the end of the current version.

But anyway. The game does have really nice art, everything fits the style really well. The combat and boss fight are very nice. A little more easier obstacles would be better.

Submitted

the art is pretty cool, attacking feels good, I would recommend to make the player take damage when touching the electric floor instead of dying

Submitted

really love the game! the characters are amazing, art is well done and music is really nice :D i do find it awkward to have combat be E especially if you are moving around. image below this enemy got stuck a few times when i tried on this spot. 

Submitted

Nice game! Art is great and sound effects complimentary, music enjoyable too. 

Your attacks could use a visual touch up, perhaps making the fist big and white at the front of the attack, to easier judge range and area. The dark fist on dark background makes it hard to figure out. 

Platforming feels good, not too challenging of jumps, but it may be better to front-load instant death areas. Fighting through several enemies and collecting things, to die instantly near the end of a level and repeat all you've already done, doesn't feel great.

Submitted(+1)

Incredible! Level design was very good (expect that one platforming part after sliding on moving platform), and player's character moveset feel very good. The missing wall jump animation was feeling off for me, and sfx could be improved.

Submitted(+1)

This was a really nice game! :> The sprites were very nice looking and stylish, and the music was really fitting as well. My only problems with it are the platform physics and the controls. Probably would have been easier playing on a controller, or with dash as Q. The physics are also pretty unforgiving combined with instakill surfaces, which makes things a little frustrating with limited checkpoints. Also, it would be nice if checkpoints refilled your health saving you a suicide, lol. Overall really nice looking and satisfying, but the difficulty is pretty frustrating when the movements are about precision and not intention. Best of luck in the results :D

Submitted(+1)

This game is oozing with style! Love the sprite work and character design, especially the four-armed gun boss. 

The jumping and dashing feels good and the bosses are fun! The regular enemies are pretty easy to cheese though.

All in all, really good submission!

Submitted(+1)

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(+1)

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(+1)

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(+2)

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.