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RefreshingCucumber
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My game, I learnt C for this. I made the background parallax and star field stuff. So the game feels 2.5D. I have cried. I also had to draw sprites for this game. So I became a part-time artist. Some but not all sprites are drawn by me. The others are from Aurora.
Enjoy the evilness of hard mode. Gravity stars are the devil.
The shaders on the planets are nice. The music is desperate, emotional, stress inducing, it matches the narrative of your game. It is funny that when my planet crashes into a planet I get a Bad Ending of ending dino lives. Yet to survive I need to instead end the dino lives with the ships. Or are they entering in the other planet's orbit and landing on them? Movement of the planet is nice and smooth slow enough to be frustrating but fast enough to require the player to need good dodging skills.
Mission completed. Thank me with employee of the solar month.
Cool used of gravity orbit mechanic. Love the duel use of the planets to orbit and to destroy. Art, music, and game play all worked well together. The extra purple dots to indicate where the planets are is a good quality of life mechanic. Well done team.
The ship movement was hard to control and felt very sensitive when turning. Add in the gravity of the planets and it makes it very hard more me to calculate the best speed and angle. I keep getting stuck on the planets. I thought the planets will protect me from the asteroid wave but they don't. It was hard to dodge them with the hard control mechanics. It took me a long time to collect one item but I got it ! I was unable to get the rest before dying a lot. Art fits the theme. Music is banging.
This reminds me of flash games. The controls are very constraint to up/down/left/right but that actually make is interesting when compared to the asteroids where they can go diagonal the ship/player cannot. Making the gameplay with some complexity and challenge. The blackholes is such a nice touch increasing the danger. The gravity worked so well with the game play. Well Done. The art works will with the theme and the type of movement mechanic.
Sorry Same with Issac I was not able to start the game. Even when I press the left key.
THE MUSIC THOUGH. 10000 out of 10!!!!
Jerryyyyyy ,, bababanana, He wants to go to SPACE.... Prove everyone WRONG!!! babaBanana....Jerrryyyyyyyyyyyy...
I stayed for the whole song. it was so funny. It seems your team had a blast making the lore! This song should be published or something.
This is a very polished game. The sound affects add soo much sensation of the rocks and moon colliding it feels so satisfying to do so. I love that the rocks collide with each other can also destroy each other. The particles when hit is a nice touch. Music adds a chill but also slow intense sense of mission to me protecting Earth.
My skills are not good enough so I never made it to the 3 skill upgrade. I did make it to the 2nd but I always die before I got the chance to use it. I did get so much better in using the flip skill though I am still confused which direction my left right input will move the moon. The direction are not instinctual when I flip it as it "also flips the left right". I know it is relative to the ship but when it is upside down my brain does not quickly work it out and I usually go the wrong way and my Earth takes damage.
Over all great job to the whole team you have scope very well and make a very polished game.
Cool mouse input game play. the ship follows the mouse very smoothly and well. It seems there was a debug gui red line still in the build. I could not collided with the planets and the portal thing on the right. It seem this build you may have tested some mechanics and forgot to build the correct playable one. Which is unfortunate, as from the presentation it looks pretty interesting. Good work to the Team for what was done so far.
There is a complete game play loop. Love that we had to adjust all the parameters to match correctly to do research. The engine button press at first feels very stressful and adds pressure but after awhile I worked out that I can click the button from the door. It ended up being an annoying but manageable thing but the disruption is a good balance from the conducting research.
One thing was that when I was trying to get my head around the rules I had the leaver down for a long time so I overshoot the height of the ship. I had to wait a long time for the ship to fall back into the needed altitude. I gave up after 3 mins of wait rip.
All in all good stress game.
Nice use of narrative for re-entry theme. It seems like the goal was to help a space ship re-enter the planet. Though I did not understand what game player there is in your game. I was just able to press space to zoom in and out of the different screens. The eye to highlight what we are looking at is cool.
When I was using the left screen if I keep moving the camera/telescope I eventually see the edge of the star texture and start seeing the sky box.
This is such a cute game. Though I cannot play as I don't have a player I tried out with the keyboard. I had to use the wasd like a joystick though (pressing the wasd in a circle) which felt weird, I understand you guys implemented this game for a controller so this make sense. You guys have out done yourselves. Art, music and game feels is top tier.
Congratulations for trying out Unity! You made a game with it!!! I will say it needs more work on it as the depth perception make it hard to move the ice-cream in a 3D environment. The game concept is good and fits in the theme. I am proud you made and participated in this game jam. You can only continue and grow from here.
Trying to manage memorizing the food on the belt and moving the player ways tricky but that is what fun about it. The player was so slippery and it also contributed to the difficulty of staying on the correct tile. It was fun to play! The music going faster as the game progress adds to the stress levels hehe.