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It's cool how much you managed to get done. I can tell this was a monumental effort, good job!
I did feel a little throw of being tossed into the middle of it with no rails. The text popups helped a little bit, but they seemed to be on trigger volumes around the object that I needed to interact with. That made it hard for me to decide the proper order of operations at the start, and I had to figure it out through trial and error.

Also, I felt like the game was having an identity crisis. The parkour mechanics were cool, but I almost felt like they were more of a chore than anything when I was trying to focus on building a ship and needed to go back and forth to the consoles often. I think this has a lot of potential, but it needs some playtesting and time to cook.

Regardless, great work in the timeframe!

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Yep, there's a bit of truth to that. The tutorial popup system was written from scratch 30 minutes before the submission deadline after we realized that the whole ticket board + contract system was somewhat unintuitive. As for the identity crisis part, yeah, we realized a few hours before the end that the two mechanics didn't mesh together as well as we had originally hoped, but chose to stick with it through to the end anyway and make the levels simpler.   :)

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That sounds like a jam! We have to make those compromises!
It's still very impressive, regardless; great work!