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The Edge Of Space's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #22 | 4.322 | 4.556 |
Technical Implementation | #35 | 3.689 | 3.889 |
Overall | #42 | 3.668 | 3.867 |
Fun/Design | #54 | 3.584 | 3.778 |
Music/Sound | #62 | 3.479 | 3.667 |
Theme/Limitation | #91 | 3.268 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
It is set "on the edge" of space, and features your boss giving you commands and a boss to fight at the end of the game
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Godot
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Comments
I didn't get far as controlling the player turns pretty slow and requires me to either swipe my mouse twice just to get turning in some of the corridors, or have one hand on the keyboard and one hand on my controller for camera movement. (Also, I'm assuming the controller stuff is there because of default options and not put there intentionally as none of the buttons have the same input as E). It looks cool and has a pretty good atmosphere, it's just a little annoying to control
Wait, you tried using a controller?! No I've not specifically added those controls so I anything working there is pure fluke! I made the game to be mouse and keyboard controlled... I might add controller support though... Probably wouldn't be too hard... 🤔
GG!!!!!!!!!!!
Thanks!
What a nice game! Also, the only 3D project I've encountered apart from our own (I am still grinding through quite a bit of games though, haven't seen it all).
Beautiful, concise and engaging. Great project!
Thanks for the great feedback! I agree with your comment about finding objects - I have already addressed this in the updated version of the game that I will upload post-jam, in which all interactable objects have an outline. There is a flashlight though already when you press F ;)
I might experiment with adding a mini-map back in - maybe a more basic one than the way the controller did it - as I don't want people to get lost so much as feel uncertain as to what is around the next corner. From other feedback I think that I might have gone a bit too far with "jump-scares", so will be working on a way to reduce that a bit and instead increase apprehension.
Gun-wise, to be honest I couldn't think of a better way to do it in the time available - I might swap out the sounds and make them more like blasters than everyday gun sounds...
The story is definitely not fully implemented yet - the final boss was supposed to be some sort of weaponised mech that the ships computer had constructed. I want to add more story elements to the game, like having dialog between the player and the computer. I might even extend it so that the player could maybe try and fix the computer before having to give up and evacuate the ship... not sure yet!
So I played this one on windows and unfortunately had it crash twice at the same part, right when it says "2 days later". It starts to crash and shows the main title again. Not sure whats going on, but I'll try it again soon because it looks really amazing!
Update! I tried it again and instead waiting a minute or so and it brought me to the main level. Game is awesome! Really really hard, but I managed to beat the transformer guy without taking a single hit (since I only had about 10 health when I finally got to him. Part of that was just cheesing my way through all the enemies and attacking little bits of them sticking out. The fire damage from the rocket was calculated kind of weird and it was tough for me to tell that it was even damaging me since there was no feedback for taking damage from it. Overall though, I really loved this! I'm excited that Godot is able to make games that look like this and every day I get a little closer to trying it out. Great job!
Thanks for persevering! I think I need to chunk up the level load or something, as Windows seems to occasionally get stuck there... I also agree about it needing some sort of hit animation, its on the list! As is improving the AI!
really cool art the mechanics are reall good aswell
Thanks very much!
The game looks good, but the flashlight should probably just be permanently on?
Also there seems to be no indicators for when you are being hit, so at one point I decided to look at my HP and it was at 1 for some reason :)
I may add a battery mechanic to the flashlight as at the moment there's no real penalty for overusing it... Totally agree with the hit indicator - will be putting one in post jam! Thanks for the feedback!
Please tell me this is an asset flip! Because if not this means you made a game this good looking in just one week!
This also was a lot of fun. It needs some polishing, for instance automatic reloading, a hitmarker or a minimap of some sorts but other than that this feels really good.
I also really appreciate the effort to create your own story.
EDIT: I'm on windows as well and it works completely fine...
It is and it isn't... I used a lot of premade assets but had to find ones that worked with each other, and add in missing ones myself! Not having an auto-reload was actually a conscious game design decision, as I wanted the player to be aware of their ammo - the rocket launcher, for example, needed to have a downside to using it! The FPS controller I use actually has a minimap in it, which I disabled for the same reason. I didn't want the player to know exactly where they were or where to go, which is why there are no signs etc. The hitmarker is a good shout though, I'll add that to my list of improvements. Thanks for playing the game!
there is a bug in the starting scene the whole scene got white so i cant play the games
Oh no! Which platform are you using? I was only able to test on Linux but did get Discord to verify that Windows worked too...
On windows
I'm so sorry - I am incredibly sad and frustrated, and also confused as it was working...
Just asked another Discord member to try it out and he says it's working fine, so I really don't know what can be going wrong with your copy?!