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(+1)

Took lots of notes for myself recording my thoughts as I played through this little game. Here they are:

  • Hell yes, custom noun. It’s such a small thing but every time I see a game use one cleverly it ticks a tiny check box for me. “Run Nothing” is an excellent one.
  • Main menu:
    • Cool to see the game comes with controller support! Yours is actually the first entry I’ve played so far that does.
    • Also, nice.
  • Dang, that music is a really good vibe. Really fond of the choice to use gentle piano music instead of the more uptempo spacey synths I'd sort of expect from this kind of game; putting that at odds with the flying spikes and swarms of enemies coming at you gives a really cool feeling the whole time you’re playing of this being just one little piece of a larger universe that doesn’t care about you; you’re nothing, and that’s kind of nice. Same goes for the jellyfish which as far as I can tell you can’t do anything about but avoid. Dudes are in their lane, unbothered, thriving.
  • Similar thing goes for the background changing every time; it’s a little thing, but it does so much for the vibe.
  • Having to catch your projectile is a really neat mechanic, and I enjoy that it can also keep damaging enemies as it flies — it feels pretty great to just toss it it once and then keep running around dodging and kiting enemies into it. I didn’t realize at first though that once you’ve thrown it you can’t stab anymore, either. Which makes for some fun incentive to try to face enemies head-on with the stabbing as much as you can so as not to leave yourself defenselessly running around trying to grab your projectile without getting Killed Dead
  • To that end, I did wish for a bit more range with the stabby spike sometimes as it felt like I always had to wait for enemies to get just a little too close for comfort and by the time they reached me within such close range they were joined by their other pals attacking from other angles that I couldn’t turn to stab fast enough, but that could very well just be me needing to git gud.
  • The asteroids breaking apart when you hit them looks really neat, but it took me a couple runs to figure out  what’s going on with the asteroids when it breaks apart; when I first hit it and saw it break into a bunch of smaller asteroids I assumed that they would still damage me, and that therefore I should avoid trying to hit them because it would make things harder — or, alternately, that I could try strategically to hit them to kill a bunch of enemies at once.  
  • I really enjoy the little touch with the enemies bouncing off/pathfinding around? the asteroids.
  • Looping across space took a sec to get used to; the fact that it mirrors both horizontally and vertically, as far as i can tell, really messed with me for some reason and I kept showing up where I didn’t expect to. But that’s not exactly a bad thing -- it adds to the experience, I think, to have that brief feeling of disorientation that as you keep playing you eventually learn to work with and anticipate.
  • Final note: I think I found a super minor bug where, if you die right on the border of the void, the enemies freak out trying to figure out where you are and end up having a fun little flip-along-the-y-axis dance party. Which, tbf, was kind of hilarious honestly.


Final, final note: This game was supposed to be a love story?? Say more! Is there another spike-shooting octopus-lookin' little dude out there in the void somewhere?

(+2)

Thank you so much for such an extensive comment! This little game is happy.

I dealt with the artistic part of the game so I'll respond according to that. The piano for the music was both a conscious decision and one that was born out of me not having enough time to add more instruments. I would've loved a violin or some other string instrument as accompaniment but I think  piano solo works great for a desolate space environment anyways.

The asteroid breaking apart was an effect I made and I think I could've made it clearer that they were just a VFX but I figured players would probably bump into one of them soon enough and discover they're harmless.

The game was indeed supposed to be a love story with Sol, the sun, being the love interest and a final boss battle and solar flares and other cool jazz but alas time was too tight of a constraint. 

(1 edit) (+2)

thanks for all the feedback and kind words!

the risk/reward of shooting the spike is my favorite part hehe. regarding the stab, the reach might be longer than you think, as the sprite/hitbox is larger on the first 2 frames of the attack. edit: I came back to this when working on the post-jam update today, and yeah I see your point now. I’ll increase the range of the stab a bit.

there’s no pathfinding around the asteroids, just bouncy physics. there’s actually no pathfinding at all, just a simple boids algorithm for the fireflies, which doesn’t even account for the asteroids or jellyfish.

about the looping space, you’re right that it mirrors both axes. Saad and I had some disagreements on this, but I didn’t budge as this implementation was the only thing that made sense to me. it effectively mirrors across the center of the circle, regardless of velocity direction. any other solution would be more complex to implement, and less predictable in my opinion. there’s a subtle hint in the circle shader, as it’s mirrored in the same way that the space loops, though I really don’t expect anyone to notice that detail hahaha. anyway, nice to hear it grew on you!

I thought I fixed that bug with dying on the edge of the void, but I never tested it lol.

and yeah, like Saad already replied, there was supposed to be a love story with the sun — unexpected love between Nothing and Everything. the fireflies were supposed to be the sun’s minions or something like that.

oh and space piano is a great mood for sure — Saad really delivered!