Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

crissnb

6
Posts
A member registered Jul 13, 2018

Recent community posts

(1 edit)

When I first played the game, I didn't know what to do. The how-to I read wasn't helping to me. Perhaps you could add a "tutorial" when someone first launches the game? I know the mechanics aren't hard but it was hard for me to get used to. I managed to get myself used to after couple attempts, though.

Gameplay wise, once I got used to it, it was actually challenging. I mean in a positive way. It was probably the most enjoyable game from this whole gamejam submission. I also like the detail where I could see the current fuel amount, velocity etc. It not only helped me to land properly, but also made me think as if I'm actually landing.

On the graphics wise, I would call it just about adequate. I understand that you are recreating the retro game and hence bringing the feel of the retro look, but perhaps a bit of a graphical touch would've been nicer.

Visibility of the lunar landing module could've been improved. The leg part which contained a width of 1 pixel, was barely noticeable especially the module being relatively small to the other elements.

A feature I wish I had would be manual zooming. Sometimes zooming gets up so close that I don't know where I'm supposed to land. Also because of the fact that zooming transition just happens instant, made me think "woah what happened". I first thought it was a glitch.

Lastly on the graphics side, more effects could've been added. A simple game without that much of a functionality nor good graphics, adding effects is the only way to spice your game up. Screen shake on crash is a good example. Even a simple effect can influence the game in a bigger way.

One little thing which bothered me was that the volume setting wasn't saving. I had to adjust the volume manually again every time I launched the game. It doesn't ruin the game completely, but it certainly would've been a bonus point if you implemented the settings saving feature.

P.S. I raged couple times.

Edit: Striked couple things through as you updated your game.

I was really pleased with the graphics aspect of your game. Unique main menu also grasped my attention to the game.  You've done an excellent job recreating those graphics.

However on the game play side, there was rather couple things which you could've improved. First of, I feel like you've spent too much time working on the graphics aspects, that you had insufficient amount of time for game play. For instance, you could've added more "fighting scenarios". They quickly made me feel bored. On the AI side, they were too easy for me to beat. Perhaps you could gradually increase the difficulty over time? That would perhaps spice the game up a little.

I end up playing this game for not long. 10 minutes would be an exaggeration.

Not sure how I'm supposed to play this game.

I like the idea and how you've implemented the system into the game, however I don't think it's appropriate to just rip off the sprites from google images. I highly doubt that you've drawn that by yourself nor have permission to use that sprite.

Gameplay wise, it was annoying how I had to look at the "transition" animation every time I hit the disc. Perhaps you could speed up the transition times or maybe even consider disabling the whole thing?

The UI is also stretched/broken in different resolution (but mostly in full screen mode).

Visually, it would've been better if you could add extra effects upon hitting a disc. A good example would be a slight screen shake.

You did a relatively good job, though.

mac only?!?

(1 edit)

I really liked the environment and the concept of the game. I also admire how you've implemented the visual side of things (excluding the post processing effects).

To start off, the main menu was great, the idea and the design were good except for the post processing which I will be talking about it later in this comment.
There were couple things that you could've done better. The first and the most important is the game play. I understand that this is just a "demo" and you didn't have enough time to fully create the game, however I at least expect to play the game.  All I had to do is press "D" key (to move forward) the whole time which made me feel bored after some time to say the least. Maybe next time you can make player interact and discover for himself the story rather than just printing dialogs out on the screen? :')
Second, when the dialog starts printing on the screen, the sound it makes (the "beep" sound) it's a bit too loud and later for me, it was annoying.
Lastly, the visuals. I'm not saying the models and the visual concept was bad. I'm talking specifically to the post processing. Some part was really hard to see (especially on some monitors, i've tested on both TN and IPS panels both configured properly), and the amount of grain you've applied to the game was a bit too exaggerated that after some time, started hurting my eyes. What I would suggest in this case is lower the vignette or perhaps add some post exposure and lower/disable grain.
Anyway overall, the concept of the game was good but the implementation was just not enough. I would like to see the full game when it gets released though.


Edit: Fixed grammar