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(+1)

Hey, I’m a fan of your YouTube channel! Fun seeing your game here. I especially enjoy that your game has a GDD that is publicly viewable too. I am currently designing a bigger project with your template, and it works great.

But onto your game:

Positives:

  • The video tutorials are great for learning the game.
  • I enjoy the gamepad support.
  • The music is nice.
  • The feeling of scale is one of the best ones I’ve seen, I get a nice perspective on it by seeing the planet.
  • I love the sheer number of stuff in the world, even if it impacts performance.
  • Collecting lots of things and the structure being shaky is fun.
  • The powerups are fun to collect.

Negatives:

  • The WebGL version is fairly laggy (and didn’t load video tutorials), so I downloaded the windows build.
  • I personally didn’t choose to engage with aiming up/down, instead only using the triggers to fly up/down as to not affect my vertical orientation.
  • Some of the UI elements were a little confusing to me, mainly the right-hand side vertical bar, and what quota means. But it could also be my own error that I didn’t read something.
  • At first, I couldn’t understand what my win condition was. But I realized that the top left shows both current and goal sizes. At the time, It conflicted with when I read “Quota”, thinking it was a quota to meet.
  • At first, I felt heavily inclined to absorb everything I found immedietly instead of holding onto them, as they become shaky and I thought they would fall off. But after playing again, I learned I can attach a lot of things, and that made playing it more fun.

Overall quite neat and jam packed with features! I’ll try making sure that I check out every jam game you do that I also participate in. Cheers!

(+1)

Glad you enjoyed the game and that you found our GDD template useful.  To your questions - the WebGL build had a size limit, so unfortunately, we had to cut the video tutorials from it to meet the deadline - one of which explains the boost bar.  Same for enemy damage and shields.  We couldn't get them implemented in time, so you're right there's no penalty to just banking right away.  Using the hover ability is a perfectly valid way to play.  The pitch mechanics look more interesting seeing all the orbs scatter like stars - but we wanted to give the player options to avoid motion sickness, which is why the reset and stabilize mechanics also exist.  As far as quota, that's a fair point.  We could have been more explicit in that.  The lower one is meant to track how many quota discounts you current have, as these are applied to all levels, whereas the top has your current mass (center) and target mass (outer ring).  In terms of win conditions, there are also a few secret missions - items to find without gaining mass, or speed bonus without mass.