Haha thanks. You can go a long way just by picking a nice palette from lospec.com
Sam Bigos
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Aesthetic and style on this is incredible. Stuff like the grass and the subtle shadow effect makes it feel so polished. When I found out you can reflect the scale-bullet on the player character... I was in awe of the design. So good! If I have one complaint it's the animation that plays during any scaling even is too long and interrupts gameplay too much.
I love the presentation. Art and colours are great, as are the sound effects, and the 'game over' dice at the end are a nice touch! I understood the character rolls himself whenever you jump but that didn't seem to have any impact on gameplay, so I think adherence to the theme is a bit lacking. Otherwise it is just fairly standard platforming. Would have liked to see a little more creativity. Overall great work though and well done for finishing to a high quality!
This was fun! If a little simplistic. But it looked great and everything worked and it was smooth and did was it was trying to do. I got bored pretty quickly though and no new mechanics seemed to be introduced so I stopped playing.
It is a little unclear that you have to drag the astronauts to move them around.
This is a great idea that's executed really well and looks fantastic. Unfortunately I think the controls let it down to the point where I had a hard time enjoying it. Mapping arrow keys onto an isometric grid is never going to work paricularly well, and cycling through 4 plugs to get the right one was a pain. I think mouse controls would have made this more enjoyable.
Thank you! I agree on both points. I think I implemented move on button up for ease-of-implementation at the time (on button down I lock in player input, then button up steps the sokoban simulation) but I should have refactored it.
Yeah there is certainly some trial and error to figure out what blocks do. Though I feel as long as you know that right and down are +, left and up are -, it's fairly consistent. I.e. move right and hearts/move/time increases, move left and they decrease. The only unintuitive connection is the level which connects hearts to moves. The puzzle wouldn't work if hearts decreasing caused moves to decrease and vice-versa, so I swapped them such that hearts increase when you move, and moves increase when you take damage.
Really great idea and execution. Love and aesthetic and music. Presentation overall very good. I liked the different blocks which affected your 'ship' in different ways, and how the enemies served a dual purpose to remove misplaced blocks.
My only critique is I think the movement was a bit too floaty/slippy for a game built around such precise movement.
I don't know how you keep coming up with such unique gameplay mechanics for all your jam games. This is a really great one, and has all the standard Kultisti charm in terms of aesthetic, mood, audio. All the little extra things like the intro story, the enemy dialogue after you defeat them, is so good. Gameplay was really fun, though I felt it could have been slowed down a bit to make it more strategic and less twitchy. Icons on the enemy row should have disappeared once the marker passed them too, to avoid confusion (I kept placing new blocks to combat old icons). Overall really great.
Thanks so much for the in depth feedback! Yeah, I agree with the drones as health, I was really pleased with how that mechanic works. You described it perfectly, you want more drones for more damage, but the more you have the easier it is to lose them. It's a nice self-correcting cycle.
I spent a lot of time on game feel, so it's lovely to hear it worked out :D thanks so much!
Hey, yeah there's lots of optimisations to make if I had time. It's actually most likely the cost of the steering behaviours that causes the lag, rather than instancing stuff. Each boid has to iterate over each other boid (to determine avoidance steering) so there's O(n^2) scaling, and GDScript is not particularly fast to begin with.
Thanks for the nice comments!
You get upgrades quite frequently, so while a single upgrade might not make a big difference, once you get 2-3 upgrades of the same type it definitely makes a big difference.
The big guy's hull is immune, yeah, so you have to go around and target the 'wheels'. I did that to try and avoid every enemy being killed just by bullet spam :P.
Thanks for the feedback!