Very cute concept with the balloons!
the_nope_slope
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Pleasant background music and soundeffects.
Straightforward controls, easy to figure out intuitively.
Was confused at first about the bottom 2 buttons to buy things, but figured it out so that was fine.
Small bug (haha): after buying health once, I think I became immortal. The health text vanished, and even when I left the game running, I didn't reach game over.
Other than that, game felt very clean and complete!
Creative concept of tossing requested items in directions! I was confused about the controls at first (figured out WASD but wasn't sure what the take/throw button was) until I scrolled down on the page to the description. I found X to be a little awkward to use when I was using WASD movement controls. Next time, you could try having instructions in-game -- if you have time, of course.
Very clean pixelart visuals!
I was a little uncertain if I had to throw the requested item into the center of the wall -- the video in the description helped!
Excellent voice acting.
The intro was too long -- a skip button would be helpful.
It was a little tricky to gather the resources by colliding with them.
Overall, really impressive scope achieved for a gamejam: crafting, ship internal movement/interaction, piloting ship, animation of landing, 3D models, and voice acting!
First up, your screenshots were so great (character with skirt and flaming guitar?! yes please) I wanted to play it just from that. I'm deeply intrigued by the premise.
A+ graphics, sound, and theme from what I can tell in your devlog, screenshots, and the few seconds I was able to play.
Unfortunately, it was super laggy for me -- even your optimized link. The framerate was stuck at 3.00. Maybe my computer is just not capable of this.
Great idea, and I see from your devlog you put a ton of tools and resources into this!
Gameplay: straightforward, nice use of text clues and spatial placement, I had a little trouble getting the kids to the right place -- I kept overshooting and then the kid would return to the wall, but overall good.
Art: clean, consistent
Audio: fine
Theme: fits, and is an unusual approach
Devlog: great! I like the different sections for different problems
Neat, I haven't played a text adventure in a while. It would be convenient to have a quick-reference list of keywords on the side of the screen, like:
use <item>
examine <item>
I had to keep opening up the help window to figure out what commands I could try.
Gameplay/Fun: good, was curious where the story would go, found enough items with uses to make me feel like I was making progress. Got stuck after getting into the control room with the keyboard, though -- I kept trying to interact with the keyboard and unlock the other door but didn't know where to go. Tried a second time to play through and realized that the vaguely-named "enter" could be used to interact with the keyboard, which wasn't intuitive. "examine" I used a lot but it was clunky to type fast -- "look at" could be used instead. Found a bug where if you 'take all' where the broken-flashlight is and where the battery is -- you can come back later and take them again. I like 'take all' a lot, but I wish it would list what I picked up when I sent that command.
Art: nice comet animations. Minor thing: felt like the star-color was too similar to the color of the text. While it wasn't hard to read, it could've been easier. Would've liked even simple graphics of inventory because this was 1 graphics step above purely-text adventure games. Could've used a simple map, maybe. I'm used to textadventure.co.uk games, so I admit I'm biased toward those conveniences in text adventure games. The size of the game did not fit well within itch's window: looks like the top edge was cut off.
Audio: Lovely background music, nonintrusive. Mute sfx button did not work though -- I expected it to mute the background music since I hadn't noticed any other sounds.
Theme: Yeah. At first it seemed just like a post-apocalyptic scene and no space relation. Reading your description on this page tells me there's a spaceship. (I got to the high tech room but got stuck before understanding that a spaceship was involved. I did see the NASA uniform, so there were hints.)
Devlog: Good, describes the creative process of making and discarding ideas well.
Gameplay: Original, very poetic concept! Not sure how to successfully fight off the attack. I'm guessing the poetry had something to do with it? I admit I started clicking past it fast after a while, trying to remember what combinations of tools and threats seemed to work. Oh, and I reached a soft-lock where I was asked what tool to use but I was out of everything, so there were no buttons to click. "Current attack type is: biological in the engine room. How do you want to fight off the attack? " And I couldn't restart the game by refreshing the page, so ... although I'd like to play again, I can't. Maybe that's by design?
Art: Lovely, nice button animations
Audio: Excellent
Theme: Yep
Devlog: Thorough and interesting to read!
Gameplay: found a little difficult to get used to boosting with a mouse button and jumping; suggest less clicks to restart the game after dying
Art: Simple and clear! Nice! I like the background a lot too, and parallax was a nice touch.
Audio: Clear about what was hurt noises and what was shooting noises
Theme: Creative take, very good!
Devlog: Some clear takeaways and notes on your creative choices and scope limits. Scope is hard to do correctly!
Ah, I'll try next time to make it more clear how quests work. Thanks for the feedback!
In case you're curious enough to try again: The left-hand menu is to give you dialogue options. This is available when you circle a planet a few times. If you agree to requests, those goals pop up in the left-side menu with the planet name you need to orbit to get the next conversation in the quest.
Fun idea to riff off of Among Us. The text was super blurry, though, and for a while I didn't realize I needed to click on the dialogue to make it progress. I like that you offer a choice to go get the knife to fight or sneak through the vents. (I accomplished neither and died twice, but I like the concept regardless.) I'm unclear on how the electrical puzzle works -- I could pass through the wires sometimes but other times I would die -- though that could be because I haven't played Among Us.
Audio sound effects were straightforward and useful. That made it easy to figure out what I could safely bump into and what would damage me.
No devlog I could find, as of when this review was written.
Exceeellent! I especially like the player sprite rocket animations, the windows-error sound for getting hurt, and the music. I like the touches of comedy you added with the the windows-error sound and imposters. The menu that you move the ship over was clever and original!
The devlog could be longer, but you did point out a useful export tip. 5 stars for everything except devlog, since the devlog could be a bit longer or add more context to how you designed the game. I'm curious where you were using PDFs in the game, too. By the way, to make the devlog a bit easier to find for future reviewers, you can Edit Submission and add the link to your devlog to this page.
Regardless of how rating turns out, this is amazing work for a first game jam submission! Congrats
Clever idea to have a field that redirects bullets! Original! I found the music a bit tedious and ended up muting it, but that may be personal preference. Certainly a creative take on classic spaceship games. Good idea to list the tools you used and how you came up with the theme. I especially like the simple but elegant and descriptive art for the redirecting field.
I love the click-tutorial-link to shake the relevant window. Excellent touch for a tutorial. The graphics are lovely. I did kind of feel like I couldn't get away from 1.0 ish money, even though I was researching as hard as I could. Still no idea how to unlock the earth market -- I think it has to do with doing research and getting lucky enough to discover the right elements? Anyway, gorgeous graphics, nice idle-style game.