It was fun and I made it to the end, although I didn't quite grasp the concept of the gravity scale^^
Maybe I missed it, but I think currently there is no way to easily reduce velocity. So instead of reducing thrust, the S-key could add reverse thrust to the ship.
Super Pentacross
Creator of
Recent community posts
Very impressive visually and I liked the control scheme (after getting the second arm).
I could easily see this become a full game.
I think it would be improved by adding some additional visual indicator when a hand is grabbing on to something (like in Heave Ho). Right now it's sometimes hard to see with the hands being small and getting covered by the body.
Cool concept and nice visuals/color palette. The rating system reminded me of Geoguessr^^
One issue I had was the camera constantly drifting to the right (Firefox). Also it was very easy to knock the already placed pieces out of position while putting down a new one.
Other than that it's a nice little heist game :)
The gameplay definitely feels foddian and I think it's interesting that it can be played very methodical (by planning which platform to land on and shooting one rocket at a time) or frantic (by mashing the shoot button and trying to bounce off the sides and any available platforms).
I also like that you gave it a little backstory :)
I have nothing against the segmented camera screens (I used the same style in my own submission), but when the character is at the bottom edge of the screen it can make it difficult to shoot downwards because there is not a lot of space to click on below the character.
I was considering just using a simple camera follow but ended up using the fixed style to make it feel more like Jump King.
But I see how it could be frustrating because the player doesn't see whats coming next.
Yeah, I had some issues with the input but sadly couldn't fix it in time.
I agree the art direction is a little out there^^
Thanks for the feedback!
I liked the basic concept, the balancing itself felt very nice.
In my opinion that would have already been enough in terms of mechanics. Adding the fast walk, crouch, jump etc. on top made the game too frustrating. Especially with the input mapping.
I wish the arrow keys were an optional movement input so I could focus on the balancing with one hand and do the walking etc. with the other.
A nice little skating game.
Not as punishing as some of the other games I played, but the jumps were sometimes a little disorienting because the platforms are far apart and the camera too close.
A background that showed some kind of environment or a pattern would have been very helpful.
I really liked the music but didn't see it in the credits. Do you have a link to the tracks/artist?
Great presentation in terms of visuals and audio and I thankfully didn't encounter any performance problems.
I also liked the overall gameplay with the stapler mechanic.
But as someone already mentioned, at first I didn't realize you were supposed to shoot the yellow lights.
After playing for a while I managed to get my time down to 104.97s.
Thanks for the feedback :)
The random giant was a dead miner and there were some more in the artifact room.
I wanted to do some environmental story telling and make it look as if they had killed each other over the artifact/resources. But I guess it was a little too subtle^^
Yes, I am currently working on an improved version of the game with SFX, some additional effects and more levels.
Fun little game. I like the idea of having to build up my stats before going to the harder castle/tombstone islands.
Having the interact button right next to WASD makes it a little difficult to efficiently gather resources while walking. Having the arrow keys as an optional movement input would be nice.
Also at first I didn't realize the ship had durability that goes down (after repairing it), so I hit an unexpected Game Over in the overworld.
I liked the concept and that you kept the resources simple by just using different colors.
A map would have been great to get a better overview over which planet traded in what resource and if they where happy or not.
Also a background with stars or some kind of pattern would have made the travelling feel a little better. Flying between the planets in the black void almost made it feel as if the ship was standing still.