Play outcry
lunar outcry (raylib gamejam edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
ENJOYMENT: Is the game enjoyable to play? | #6 | 3.963 | 3.963 |
INNOVATION: Does the game innovate in some way? | #22 | 3.000 | 3.000 |
THEME: How well the theme is used? | #29 | 3.074 | 3.074 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository
https://github.com/sse2/lunar-outcry-raylib5kjam
Team members
sse2
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Comments
I like the look of the game. The replenish double jump could pop a little more maybe. Spent 3 minutes in the first room that has it. Sadly, I often had more a feeling of "this should not be this thight" then of "that was close"
I love this! It is really too hard, but I love it. It would be nice if the death screen animation were a tiny bit faster though.
I enjoyed the progression and puzzles. Lots of... "no way I am going to make that... oh I did it" moments. The screen animation upon death is a bit much for me as often as death occurred but overall I enjoyed the game. Great job on the amount of levels/puzzles/content for such a short jam.
I dont get how this game fits with the theme... the art is good, gameplay is good, its just how does a normal platformer fit in the "that was close theme"
i meant it to fit more story-wise while in-dev but couldn't finish all that.
the tight level design is meant to make you think "that was close" after you finish a screen.
Love the atmosphere but I think the game is not permissive enough and quite frustrating sometimes. Very cool game overall, good job! :)
Love the atmosphere but I think the game is not permissive enough and quite frustrating sometimes. Very cool game overall, good job! :)
Such a love letter. I delight in almost everything about this, it's a handicraft. Apart from Limbo art styles, I sense a lot of Celeste flavour in the levels. Is that correct?
you are mostly right! the first main stage is inspired by celeste & cave story level design, whereas the second stage is more IWBTG(+ fangames)-inspired and the secret (mostly broken) stage isn't really inspired by anything, i just kinda did it
Nice levels, I enjoyed them a lot! But I agree that platformers easily become too hard for the general player (some Celeste/Limbo screens and I Wanna fangames are notoriously frustrating). Difficulty options or tweaks to help the delicate designs speak to a wider audience will be a fine embellishment!
I DID IT!
The game was quite hard, but the last part was especially hard, since you had to do 3 screens in one take pretty much, I died at the end a lot. I'm really impressed by the game. It starts off nicely, looks nice and has quite a lot of content for a jam. I'm impressed with cut scenes especially. Even though the story isn't done it doesn't feel awkward at all. I took a peek into source code and holy molly, it was a lot. I really appreciate determined developers. This is probably one of the best games here :).
BTW I wish death transition screen was different because that one gave me a little motion sickness after a while.
Good feel of the platformer mechanic! I also like the little cutscene moments.
Amazing! The atmosphere is superb, and the game is very fun. The art style really reminds of Limbo. It’s really impressive :)
It’s hard to tell the game apart from the background image.
thanks so much! limbo was my main inspiration for the art direction. i would've loved to add a proper contrast option, but like most other game mechanics it got cut due to the time constraint
Very well done! The atmosphere and the art really adds to the experience!
this game was very nice to play! (running Windows binaries). for the time span this seems to be a great achievement. I like the story, movement is intuitive, and everything outside of raylib was done from scratch which is always a nice sight.