Skip to main content

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

Strange CelestialView game page

Adult Content
Submitted by Certeis — 10 days, 1 hour before the deadline
Add to collection

Play ero-game

Strange Celestial's itch.io page

Results

CriteriaRankScore*Raw Score
Stealth#182.6543.250
Narrative#282.4493.000
Kink#322.0412.500
Horny#322.5523.125
Play#332.3472.875
Novelty#352.2452.750
Aesthetic#352.3472.875
Overall#372.1772.667
Harmony#422.1432.625
Sound#420.8161.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Early work
I started about 4 days early, mostly building up some base code using tutorials (I was learning Game Maker at the time). Around the time of Feb.1 I had the first draft of the 2nd character's basic movement code done ^^

(Updated Feb.27th)

(6.9.0.1.1 is mostly minor bugfixes and other stuff but I'm still gonna leave the version I uploaded in-time for the Jam up)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host(+1)

whoa, this has a lot of ideas in it!  bravo on implementing all of this, holy moly; i've never even tried ledge grabbing, it seems like a nightmare.  and i love horizontal floating; one of my early games was a little puzzler where that was a mechanic.

there might even be a few too many mechanics for how much game there is so far; on our first playthrough we charmed the guard and got right into the cellar without even realizing there was an outside, so we got two infodumps about controls for different characters back to back without having used any of tab'i's abilities at all.  on a later attempt i did find my way outside, but the difficulty spiked (ho ho!) so quickly that it took me at least half a dozen attempts to get through.  i think the introduction would actually be faster with a longer tutorial section, and i'd enjoy getting to just run and float around a bit before the giant 2x spikes come into the picture haha

i like abruptly switching viewpoints halfway through and then getting glimpses of information from the dialogue options themselves.  really clever, and tells me things even if i don't pick that option.  there is clearly a whole-ass world behind the scenes here, and even this small demo leaves me with a feeling of depth

unfortunately the dialogue is really hard to read while it's scrolling since it's constantly in motion.  ideally, scrolling text (even left-justified) should be laid out ahead of time and then revealed, so that the existing text is guaranteed not to move when more of it appears.  (that said i have absolutely no idea how to do this in gamemaker.)

overall this is a little rough around the edges, and it has a lot of edges, but it feels like a good start at something

(btw, if you don't mark your downloads with what OS they run on, the itch app won't be able to play your game!)

Developer

Uwah, thanks so much for your kind words <3

Ledge grabs: easy to implement, and then, a continual source of bugs and noclips for at least a month afterwards.  I just caught a new wave of them this week <_>

I'm giving the tutorial stage an overview for my next version release, it's definitely way too hard for most people and kind of confusing in how it's structured, too.  Part of the problem is that im extremely good at these kinds of games so I don't even notice when things are hard ^_^;;

The textboxes were a big thing I've been working on the past two weeks to get additional features in, and while I was doing that I also didn't like how much the text moved around so I changed it while I was at it.


... I will fix that OS thing in my dashboard, I didn't realize, thanks >_<

Submitted(+1)

wow! i'm excited to see where this goes. i have a hard time with these kinds of games, it was kind of frustrating figuring out how to climb and jump and aim my attacks but i got a little better the more i played. the first time i played i kind of immediately yeeted myself out the door and to the edge of the map by accidentally pressing dash. that was hilarious. i restarted and went into the cellar.

Developer

Aww, thanks! I'm still determined to make the game beatable even by people who don't normally play this kind of game, but we'll see where I end up on that lol.

Submitted(+1)

You got a lot done! The level is big, the platforming is fun, and the story parts are pretty funny! A lot to work with for sure! I'd refine the mechanics you currently have, and then add those levels in!

Developer

thanks! Im definitely still refining Rae, i think a big part of her issues is actually enemy design/placement for the first two rooms, though.  

 Stage 2 is done actually, just needs a bit of script, then to be ikea'd together :p

Submitted(+1)

The interactions between Rae and Tab'i are super cute. I'd definitely love to see more of them. I will say, the first combat section seems pretty intense as an introduction to combat, and the controls could use some ironing out, but overall it's a decent start.

Developer

Yeah, I should probably make that section easier, lol.  I've nerfed it like 4 times already but its still a lot xD


I'm still fine-tuning the controls, Is there anything about them, that stuck out for you? :3

Submitted(+1)

Sorry for the slow reply. I'm not sure I can really articulate it well...a lot of movements and attacks feel jerky and abrupt. I think that would be the main thing? Like, the way you latch on to climbable blocks, the way a lot of attacks come out, stuff like that...

Submitted(+1)

The gameplay systems here are seriously cool. Climbing, dashing, floating, and all the stasis crystal stuff are impressive! I think it would have been nice if floating kicked in automatically at the top of your jump if you continued to hold down the spacebar.

I haven't gotten very far in it yet because it's a little too punishing in how far it sets you back when you die. But I'll give it another shot when I'm less sleepy.

Developer

Hi! Thanks for your feedback <3

I am trying to make the game fairly easy to push through with aggressive checkpoint placement, (those floating crystal things) and the ability to talk your way through some combat segments.  Ideally, a no-death run of a stage would be tricky, but most players would just count on respawning a few times without really losing much time.

It's still a work in progress (Enough checkpoints? Do people even know the crystals are checkpoints? Gotta work on that)

That's an interesting suggestion for Tab'i's hover, I could try putting something like that in there.  I'll code it and test it out, maybe get it in there for 6.9.0.2