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THE GOOD (what i liked, and what stood out for me):

I liked the concept, and as far as I am aware, it is very unique! The rag-doll physics are spot on, and the music's pretty groovy. I also liked the inclusion of satellites in the level and precision required in the game, which makes it very rewarding

THE BAD (what i disliked, the bugs, and other problems):

Unfortunately, the game lacked sound effects and was quite clunky. For example when the ship hits an asteroid it just disappears, no particles or animation, just poof. The game, in my opinion, would have been better suited for last year's theme "out of control" with minor tweaking, since moving the ship by the smallest amount can create a vast array of pendulum motion that makes the spaceman pretty much impossible to control after wards, it makes the player want to move very little.

THE HARSH (stuff that would just make the game better, usually just personal opinion, don't take it too heavily :D ):

The spaceman was too small, and the game could do with a few more unique obstacles, and perhaps some parallax background art? 

OVERALL: A well made, unique, game. A solid 4,5,3 from me!

First of all thanks for your extensive feedback. We knew people were going to comment on some of the more glaring issues like the spaceship just deleting the obstacles and the lack of sound effects. We thought about adding those but in the end we really didn't have time. We ran out of time because we originally hadn't planned to make a game like this and we spent the first almost 40 hours of the jam developing something else that didn't work out. We then just took the assets and developed OxyHanger. We really thought that the idea of attaching a character to something and making them swing would be overdone but we're pleasantly surprised to know that you thought our idea was original.

We also didn't have any time to playtest as we only left the last hour of the jam to playtest but all of our remaining time was spent fixing the most glaring bugs and making builds(which took forever thanks unity!). Some of our friends playtested the game and it reminded them of those little browser games you'd play in the school computer lab. We also thought we would have time for a lot more level building but as it turns out bug fixing takes quite a lot of time.  Overall we're pleased with the result given the timeframe and we're delighted that you liked it too we wish we'd had the time to add all of your suggestions.