WAD works but not S.
TheSmallKiwi
Creator of
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Balance might be easier if we started with larger food and fuel supplies. 10 food means a full crew can't even make it to the farthest planet. This is a very ambitious project but it works, well done. 1 possible bug(?) I encountered: I had 2 food, and 2 crew, but I lost a crewmate for lack of food, which didn't seem right to me. Keep up the good work, you have a very solid framework to expand upon here!
Very cool how the music changes based on health, that was a very nice touch. I liked the animations and the dash is fun. What I didn't like was taking damage before the enemies performed any animation, it made it very difficult to make progress and I died a lot. Still, this is a very full featured game! Well done!
Even if this had been a vertical scroller, the boat can still turn, and you have the same issue. There are other solutions, like having the keys map to absolute direction, but that loses a lot of the flavor of controlling a ship (turning, trying to keep enemies abeam, etc.). Alternatively you could have the camera attached and rotating with the ship, but then it wouldn't be a scrolling shooter.
The only other good option I can think of would have the vertical axis control the set of the sail (Furling/Unfurling) and the horizontal axis the wheel, but we didn't have time to get to this.
Thanks for playing!
Cool concept and as others have said it would be fun to control the lockpick with the mouse, show off our dexterity! Sadly clicking on the jewelry cases my lockpick always seemed to start in contact with the lock, sending the police my way through no fault of my own. 😢 I wonder if this has to do with screen resolution? I encountered a bug in my own game when I went from 1080p in the unity editor to my desktop resolution of 1440p. Maybe look into that.
Fun concept and I love the art!
When I tell you that this game is strange, I hope you take it as the compliment it is intended to be. Movement, not great. Atmosphere? Really cool! Very off putting aesthetic. Reminds me of Xen in Half Life, or the creepy parts of Psychonauts. I think I was on the last level when I ran out of time because of a room full of dud clocks. Has my vote for creepiest entry to the jam!
I could not figure out the jump mechanic but WOW this is a very cool entry, well done! I kept getting stuck at the first platforming bit. Suggestion if you continue developing this: checkpoints! I definitely got frustrated having to run all the way back. Still, this is a very impressive game, very slick. Let me know if you make any updates!
Understandable. The idea was that the more gold you collected, the less effective health you have. This was one of our main threads to the theme of the jam. Best thing to do when you are near capacity is get to a port and spend that gold. There's a series of upgrades to ship capacity which will allow you to carry MORE gold! Thanks again for playing!
The visuals and music are very dark and futuristic, they go together well! I liked racing the car around, but if I have one gripe: the enemies have too much health! I frequently resorted to sitting still and mashing space :D
Great work, I like the multitiered level and the effects are all very "glittery"
This is really well done! The tutorial messages, the level animations, all very snazzy! I liked the music also. If I was going to make a suggestion it would be a way to make the "reveal" mechanic a little more exciting. Maybe a moving search light, or something connected to the player "character". Are the levels/paths being generated algorithmically?