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(+2)

The flip are y’all doing putting this in a game jam?! This is a release product!

It’s polished, has a great gameplay loop and progression, a great art style and solid soundtrack, and was completely engrossing from start to finish. The only real problem I had was that I could’ve played it for twice the length I did (despite the concept being well explored within the timespan).

I know the point of a Game Jam is to experiment and learn, but I’d be disappointed if y’all couldn’t, after spending a bit longer than a week on it, manage a Steam release out of this (if that were of interest to you). Even if only for a few bucks and not expanding it, you’d likely get some positive reviews and happy players from it to get attention for whatever you do next.

(+1)

Appreciated! We're a bunch of mixed media artists that dabble in a lot of different stuff, so even though there's definitely things we're better at individually, we're able to fill in for each other, discuss things more thoroughly on a mutual understanding and give each other advice in pretty much every aspect of the game's design. So if one of us was feeling uninspired in one area, another could pick up where they left off and take inspiration either directly, or from a mood board where we have all our ideas written down. There's some exceptions of course with some of the heavier programming having to be done by Stasys and some of the more intricate pixel art having to be done by myself, but that's always the case and we all learned along the way.

Stasys also being the most experienced in actually creating games & programming in the team, was very quick to re-orient everyone if things either got just a little too ambitious due to time constraints or if people ended up getting distracted. His quick wit is something I really came to appreciate at the end.

And thirdly, the game never had any major stopping points in terms of design choices. We brainstormed all our decisions immediately in the beginning, landed on something we all thought has a lot of potential on paper, and then additively worked it all up till what it is now. There were few minor changes like some of the backstory being rewritten to make more sense stylistically, a lot of back and forth on how nodes should look for players to easily identify them, etc. On my end, the only major thing I had to scrap for the game jam was another major biome that would've connected onto the Crystar Belt since the map as it is alone already took ~7 days to draw. But yeah, the game's immediate clear direction helped all of us know what to aim for during most hours I think.

Overall, I'm incredibly proud of everyone on the team for even being able to do this, we're honestly all a bit surprised too with how it came out!