I was afraid this would happen. The good news is that I know what causes this: the moons choose a random orbiting speed, and some of them just happen to be the same as the ship's speed. The post-jam version will have this problem fixed. Thanks for pointing this out!
Creator Amator
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Cool game! The concept is very interesting and, as other people said, the graphics work great together. The game also fits the theme well. It still needs to be polished though, especially at the controls and some bug fixes (the ball got stuck inside the tile). Overall, I really liked it, can't wait to see it developed further!
Thank you so much for the feedback! 👍
These are some serious issues...
It's clear that some balancing is needed for the enemies and the maps need a rework to make the game less disorienting. I've thought of some solutions, but the level layout will be changed. The spiders' hitboxes are, unfortunately, kinda broken and I'm still trying to figure out how to fix them.
I will look into it. Hopefully, the post-jam version will have these problems solved!
Worth playing it over and over again!👍
Simple, action-packed gameplay, a bit hard at first but really addicting once you master it. The graphics are also neat and really work for the low-rez style.
One thing that needs to be worked on though is the sound: the gunshots are a bit too loud, and, as a suggestion, some sounds are needed either to aid the player (game feedback) or add to the atmosphere (for the carriages, for example).
Gonna play it again now!
Thanks for the feedback! 👍
- "Found myself wishing there was some way to walk..."
I must admit, some jumps are a bit too difficult and force the player to make some really small jumps. I'll see what I can do.
- "Found myself wishing the level design gave a few more hints as to where to go..."
Now THAT will be an interesting challenge. First I'll have to take into consideration the resolution, since you cannot look too much ahead, even with the visor. As for the hints, I have some ideas: maybe some smaller flashing arrows will help.
I'll fix them in the post-jam version!
Post Mortem
The key-word of this post is "priorities".
This was my first time joining Devtober, and it was... rather interesting, and difficult. It was, indeed, a challenge for me.
At first, this challenge was fun, I was ready to work every day on SPEEDSLIDE and solve any problem that came in my way. Unfortunately, one day (day 5), I realized something that could doom my game: it's October, it's autumn, it's school and... I'm in 12th grade. Furthermore, that means I'll have a ton of homework to do and lessons to learn for the final exam.
On day 5 I got really busy with schoolwork and forgot to work on the game. That was the moment when I had to get my priorities straight.
Obviously, I chose school over the hobby.
I skipped day 5, alright. Then I didn't tweet in some days, so I had to make double-posts (day 11/12, 13/14). Day 15 onwards - radio silence. Technically, from my point of view, I've failed the challenge, since the jam's description said to "get in the routine of working on your game every day". Was I mad about it? Of course not! maybe just a little
BUT, just because I skipped some days and didn't post for a while, I still worked on SPEEDSLIDE. Finally, on day 31, I've finished (the demo) of the game, and I am proud of it, and myself! (and I also kept my focus on school stuff!)
Here's the progress of the game, in short:
- day 1: prototype
- day 2: graphics, transitions and other functionalities - the simplest form of the game
- day 3: more levels, (an inaccurate) stopwatch and other small, fancy details (outlines)
- day 4: trying to implement color palette customization (failed)
- day 5: SKIPPED
- day 6: title teaser and menu
- day 7: title reveal, and breakable block
- day 8: trying to implement color palette customization, again - made all the sprites grayscaled
- day 9: color palette customization implemented! The player can now change the colors of the cube, the walls and the background
- day 10-12: learned how to use .ini files and implemented the high-score system
- day 13: SKIPPED
- day 14-15 (in tweet it's 13-14 because I lost count): added music and sounds
- day 16-31: SILENCE. I still worked on it though. There are now 20 levels on total, 1920x1080 resolution, invisible blocks, high-score table, buttons are now visible and some credits.
I've learned some things in this month: I made important choices for myself, I learned how to find solutions for problems and I found out things about myself, strengths and limits and the fact that I really shouldn't make any promises anytime soon.
Anyways, fun challenge! I look forward to joining Devtober next year.
Thank you, Ellian, for hosting this great jam!
TL;DR: The first days went great, then school got in the way. I chose school over the hobby, and that's a good thing for me. I didn't abandon the project though. In the end, I managed to finish the demo!