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A jam submission

Super ICARUSView game page

Fly close to the edge, but not too close!
Submitted by gingerbeardman (@gingerbeardman) — 5 hours, 17 minutes before the deadline
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Super ICARUS's itch.io page

Results

CriteriaRankScore*Raw Score
Technical execution#64.0004.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Love the vibe of this game, the music is perfect for the late 90's Namco style arcade feel. I wasn't sure if my difficulties with steering were a skill issue but have played it with the patch and it makes way more sense now.

I'd have maybe liked a little bit more instruction in controls - it's very simple and I like the minimalist instruction but I'm unsure if the buttons have functions, B seems to slow me down when I hold it but I can't tell if it's just coincidence. From a UI perspective, the "Use the crank!" That becomes "Expert Mode on!" Is very fun but a little unclear, I assumed it was telling me to use the crank because that was the only option, rather than it being a choice between control schemes.

However, this is a cool, fun quick and compulsive high score chaser, and seriously impressive for the amount of time it was created in - well done!

Developer(+1)

Thanks for your kind words! It’s embarrassing that the turning bug snuck through. LOL

Since the most recent update I’ve added a label “Optional” above the crank control indicator. I’ve also made a feature request to Playdate SDK to be able to specify our own text in the crank indicator for exactly the reason you mention: its wording makes it feel like crank is the only control.

In the final version (will be submitted to Catalog; much has already been added!) there will be more detailed instructions in a similar to what I’ve done in YOYOZO. Not everything will be mentioned in the game because I think discovering the depths of controls is part of the fun for the player of arcade games like these. Case in point: you’re quite correct that B does slow you down (you also slow down in the black area, and when colliding with the edge). Also, like with YOYOZO, I will be writing a manual for players that want to know the ins and outs.

Submitted

I hadn't realised the crank indicator had set text - interesting! Glad you've requested a change to that, definitely seems an odd feature...

Developer

For reference: https://devforum.play.date/t/alternative-caption-on-crank-prompt/14171

Very cool game! This game is like the data wing  I played before

Developer

Thanks! I’ll check out that other game.

(1 edit)

As gingerbeardman-y as a gingerbeardman game can get.
Very challenging to master, but also very fun :D

Developer

Thanks! I’ll probably expand it for a full release.

Submitted (1 edit) (+1)

Almost should have named this "Uzumaki" for how much I spiraled out of control :). Towards the end of my initial playthrough, I was starting to get the hang of it without hitting the walls (too often lol).  

Very impressed you came in last minute with a solid game! I agree with the input/discussion you and Dominik were having about tighter turn control.

Developer

Thanks! I’m sure ICARUS will pop out at some point in the future in a more fully-formed version. I’m happy with what I did in the short space of time, but it needs a lot more work to reach “release” standard.

Submitted (2 edits) (+1)

I love the art and the minmal & effektive score UI.

A few thought I had when playing:
- nice flip graphic effect
- cool style of the different trails
- cool game over / explosion screen
- punishing start position, to close to the border (happnend a few times, started close the right border, no chance to react), not always, but sometimes.
- crank controls "additive"? Once a flying a curve / circle, it's hard to get out if it again. It takes many rotations of the crank? Intentional?
- played on slow and breaking (with B?), still kinda hard to control the curves / circles
- also tried with a lot of cranking still hard to control :) does cranking speed of the spaceship?
- bouncing around in the corner can get pretty hard to get out again

Developer (5 edits) (+3)

Thanks, and I pretty much agree with all of your points.

If you’re using the crank you can control the start direction. Perhaps you’re starting with it pointing towards the wall? When the crank is docked the start direction is always the same (a sort of south-south-west direction).

Cranking is a simple alternative to left/right button. There is a small dead zone so you need to crank for a bit to get it to register any turn at all. I managed to get used to it, but it’s far from ideal. Buttons are easiest I find, cranking is generally quite difficult with this game. If you’re crashing just let go of the controls and you will bounce back into the middle.

Turning involves angular momentum, so after turning the craft will slowly stop turning. I’m not sure this was the right decision. It’s cool, but makes things more difficult than need be.

The ship speeds up (to a maximum) on the white area, and slows down (to a minimum) on the black area.

All these things seemed like reasonable choices during the burst of development but in the cold light of day after a good night’s sleep I would probably do it differently. :)

To contrast with the development of YOYOZO: I played that solidly for almost 2 weeks fine tuning the gameplay. With ICARUS, I did not have the luxury of time as it was done in only 4 days. So I’d say it’s too difficult as it stands.

I will keep working on it and release in improved, easier, and more accessible version at some point.

Developer

For example, I just tweaked the turning values and added a speed display and the game is instantly improved in meaningful ways and easier to play. Wish I’d have had these ideas yesterday! :)

Submitted

man I didn't even think to try the d-pad! going back to leave my old high score in the dust!

Developer(+1)

An update has been posted which solves a problem with th steering! This explains why people were having a hard time with it.

Submitted(+2)

Great job!

Developer(+2)

Thanks! Now that I’m submitted I’m about to try your game.