Thanks for trying it, I’ve been getting a few people saying that right click in the Linux/Wasm version isn’t working, which is unfortunate. I’m not sure what could be causing it but definitely something for me to look into going forward. As far as I know it should work in the Windows version at least!
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Pretty simplistic game but satisfying nonetheless. It could do with some more varied upgrades, I could definitely feel the lack of a pickup magnet or a splash damage modifier. I enjoyed the subtle touch of having the background slowly rotate, it’s just a little thing but it really added a lot to the visuals and experience.
Ah, sorry to hear that! Anything you’d recommend to make it more engaging or was it just not your type of game? There were plans to add more complex puzzles, but it was a struggle even getting all the mechanics working before the deadline. Thanks for playing and the feedback, and I’m glad there were at least some aspects you enjoyed!
No problem, I’ve ran into similar issues in the past when making 2D games but working with 3D transforms. Had a lot of trouble with sprites disappearing beneath the background or above the camera Z-layer because I was just taking the vector between two objects, normalising it, and flipping it, without realising it was slowly shifting their Z position too. Glad I could help though, hopefully you get it fixed for the post-jam release!
I replayed it a few times and managed to relatively consistently reproduce the bug. It seems to happen when there’s too many asteroids on the screen and they start spawning on top of each other. If you pick the pistol from the first and second box, and then stay close to the bottom of the screen, only shooting enough to defend yourself, then eventually you’ll get a few non-colliders, especially when the first few gun asteroids spawn. Not sure why it’s happening, but might be something to do with how the asteroids push themselves apart while also being clamped within the play area. Also, I just discovered the palette swap in the menu, really nice for switching things up between runs!
Amazing game, very polished, and manages to strike a great balance between Game Boy soul and dream-like surrealism. The physics felt very intuitive, and I really liked the indicator showing the current gravitational pull direction. I feel like the fuel and health limitations were enough to be meaningful without being frustrating, the levels did a nice job of teaching mechanics, and I felt it was the perfect length for a jam game. Only issue I ran into was at one point I was swarmed by stardust bunnies and trapped against a wall, but that just made me feel less guilty when I eventually turned them into fuel. Overall, a great dream, 10/10 would have again.
I’m sure constellations grow back, right? :P Thank you for playing, and the feedback! I think I’ve mentioned the confusing aspect of the stun mechanic in other comments, but you’re right, it was initially introduced as a way to prevent stunlock due to being swarmed. It was also supposed to be a slight punishment for getting hit, without having to develop a health system, but I’ve found that it can actually be tactically advantageous to let yourself be hit in certain situations so that you can then sweep through a group. Thanks again!
Nice interpretation of the theme, feels like an evolution of Snake. The sound effects and music were really nice, but during the level the audio panning for the music seemed to be way to the right, and then would switch back to the middle on the game over screen? Also, I feel like the gameplay could be improved, maybe with security guards or turrets to avoid to fit the thief theme. Overall, very impressive for a first jam, and I really liked the arrow pointing to the next collectable!
I think the blurring on your text in the menu might put you over the four color limit. Also, the rocks fall very quickly, and the gun takes a long time to recharge. I think it could be improved by adding more rocks, but having them fall slower, and giving the gun a faster recharge. Alternatively, the rocks could be stationary, making it a decision for the player how fast to fly through them, giving them more control. I like the animation on the flames and the stars, and the death animation for the ship is really nice!
A short but cute game, the animations for the player and space life are really nice! It was fun trying to lure them out of the way, and I managed to escape without hurting any of them! Not sure if it was just me but the music was pretty quiet, and sometimes I’d be killed just as I changed screen. Also, I think it would be better if you could shoot in the direction you are facing without having to hold down the movement button.
Thanks for playing! The levels go in ascending difficulty from Cassiopeia->Cepheus->Ursa Minor->Orion->Random, so if you only tried one of the earlier levels I recommend trying out one of the later ones. If you find those too easy then you’re a lot more skilled than me, and I gotta design some tougher enemies!
Thanks for playing! I definitely struggled with getting the movement feeling good. I tried switching to velocity based movement for the player, but I ran out of time to get it working, and had to switch back. I wanted to try hit a balance between it feeling intuitive to control, while also having the clunkiness of the Game Boy.
Really cosy puzzle game! The controls were a little unintuitive, and it was difficult to move to the specific slot I wanted, I think I would have preferred that Up/Down cycles through orbits and Left/Right cycled through slots on that orbit. Overall though the game was super pretty, and I’m planning on checking out your Pixel Perfect Dithering Shader since the effect looks really nice!
Really interesting concept, feel like this would be a really fun game if expanded to completion. I think the core gameplay loop of setting prices and watching the farm change is pretty solid, but I would like to see the moral aspect of this expanded on if you continue working on it. Perhaps having multiple farmers, with different personalities and budgets, and you’re forced to decide whether to cater to the beginners/hobbyists which adds more personality to the town, versus stocking expensive items for the bigger farmers resulting in more profit. As it is, I think the aesthetic and visuals are very cute and cozy!