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The music and art direction was awesome. I loved the character and personality. Controls felt great and I appreciated that you had two different movement options for moving around the moon (I preferred relative).

It took several tries, but I finally found the portal. After a while, I thought the arrow was a red herring because it took so long to find the portal. Because of that, I started looking at other places in the map, but eventually I stuck with the arrow and made it.

If I could give some feedback, I would recommend getting rid of the map altogether and simply having an arrow at the edge of the screen for navigation. I found myself almost entirely looking at the map while playing, only glancing back at my character in order to position myself better to get a star.

Other than that, though, it was a really cool concept and I loved everything about the art.

Also, I have a quick question. I am new to Unity (this jam was my first Unity game), so I am curious how you were able to get the arrow to be next to the selected menu item. I was able to figure it out for my game, but I'm not sure if I did it the "right" way, so I'm curious how others accomplish this.

You can message me on discord and I can walk you through it. Pretty simple use of interfacing with the EventTrigger component.

maxletraxle#2939

Thanks! That is exactly what I needed. I ended up creating a class that implemented the ISelectHandler and ISubmitHandler interfaces, so I almost got there. I didn't come across the EventTrigger component in my searching though. That's exactly what I was looking for. Good to know for the next one.