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(+2)

So, I couldn't play it to the end because the game kept crashing at different points. But I really enjoyed the music and the art style, the scream when you die horribly in the fire made my day, lmao. That said, there were a couple of things that bothered me; the way you can't control jump height, the way the camera kept zooming in and out and how I don't know what pickups do. I only discovered what they do because the game kept crashing and I had to rerun those parts. The pickup that tells us that we can shoot through bridges was so unexpected and fast I didn't understand what the voice said at first but managed to solve that puzzle up top anyway, and then the game crashed after I went through the gate at the bridge and I was more attentive to the voice at that pickup again. There was also how the game kept expecting me to jump at holes at some points without showing me what's at the bottom. Sometimes it's death, sometimes it's the way, it was very confusing. I wish I could play the game to the end, though. I love puzzle and platformers to death. Good job!

(+1)

Hey ! First of all thanks a lot for playing the game :)

You are 100% right about your different points so I'll try to give more details :

- About the crashes, I'd be interested if you could give me some indications on where the game did crash, I know some common crash points but not all of them

- For the variable jump height, it's something I'd like to implement post-jam since it gives more air control and a better feeling overall

- For the camera zones, it was my first time trying to play with a dynamic camera so there is a few bugs haha, I'll try to fix that post-jam too

- For the pickups, the voice was a cheap / quick way to give an indication because we kinda ran out of time but yeah, a small popup indicating what the powerup does would be way better

- For the various leap of faiths in the game, it's a direct consequence of tradeoffs I had to do in order to make the CameraZones happy and them not fighting each other to get the focus of the camera. But I could not agree more, it's bad design

(+2)

This point at the very start of the game crashes more than half of the time.



Then, when it wouldn't crash there, it would crash here:

Keep in mind I'm running the game on an Linux Ubuntu 20.04 system, emulating your game through wine. I also saved the backlogs, but I can't post them whole here.  I'll upload them and pm them a link to you if you want to.

(+1)

Ah yes, I tried running the game with Wine too and encountered this kind of crash, it seems some where resolved with the v09 build (is it the one you are running ?).

I'll also try to upload a Linux build later so you don't have to use Wine :)

(+2)

Yes, v09. It's always when that rope gate is opening. A Linux build would be great, indeed!

(+1)

Done :) I've uploaded the Linux build, let me know if there is anything wrong with it and I'll try to fix it !

(+2)

Doesn't run. The file has no extension too. Is there some software I needed to run it?

(+1)

You should have SFML 2.5 installed and GLIBC >= 2.32 IIRC. 

What does the terminal does print when you execute ./Moonshot ? 

(+2)

It said I didn't had SFML libraries. I downloaded it and it ran, finally till the end without any crashes! So basically I didn't play through the whole part where you used the moon mechanic to its fullest. The whole game, basically. After finishing it, I cranked up some stars at your rating there, especially the innovation one. Very good level design! I think the crux of making new mechanics is having the level design to show it off and to teach it. I think you did a very good job there. You also made it non-linear at that second level, which I think is great for those games about learning on our own. The only complaints I would still have are with the camera and jump, but I'm sure it's mostly because you're working on a game jam's tight schedule. There's definitely a lot to explore with this concept. Great job, really!

(+1)

Aah, I'm super happy the game finally worked for you ! 

There is definitively issues with the camera (glitches, dead zones, did you notice more ?), so I'll have to fix that.

Before you mentionned it, I did not think about variable jump height but it's definitively a good thing to add :) 

(+1)

Yep, I second this. When running ./Moonshot on Arch Linux I get:

./Moonshot: error while loading shared libraries: libsfml-graphics.so.2.5: cannot open shared object file: No such file or directory

I installed the sfml package and the game starts fine, works perfectly now! I wonder if you could bundle the so file with the game.