- Jumping can be a little sticky occassionally.
- Enemies can spawn on top of the player. But hey, killing them heals you, so it ain't so bad.
- The timer will say "0:00" with ten seconds left. Let's just call that a feature.
- Controller support does not fully work, since I think I said "gamepad_button_check_pressed" instead of "gamepad_button_check" for the jetpack. Whoopsie!
Haptic feedback :O (First time I see that in a jam game)
Was pretty fun to play, my main feedback would be that the difficulty felt a bit inconsistent at times (Sometimes lots of enemies, sometimes hardly any, not sure why that happened)
But overall, pretty cool game. Well done! :DSubmitted
Good game, with a few issues. I think it is hard to predict the enemies behavior because of the small screen area. Mainly the flying ones. Maybe they could be slower so it would be possible to react to them, considering the jetpack controls are not very fluid (perhaps for the same reason).
Other than that, I enjoyed sound, music and graphics (nice variations btw!). And gameplay is also fun too. My issues were only controls and some level design choices. It was a fun game. Well done!Submitted
I liked the visuals and music, though sounds need bit working. Jump was sticky as Megan said, and well it wasn't much of jump anyways, which made quick vertical escapes impossible. I had problems with spawning in hazards beginning of the level, which made me take some unnecessary damage. So when making random levels, you should take care of safe spawning. Overall game looked and sounded good, gameplay needs polishing. Didn't seem to have any other variety in enemy types? Ground hazard, ground animal and flying animal.
(This was now third time I try write here something, site doesn't let me do it and have to write from beginning :I )Submitted
Really cool game. I like all the different movement/combat options that the gun/dash/jetpack give you and it's a fun challenge trying to hunt down all the fuel to get to the next planet.
The presentation is very well done. The game both looks and sounds great. It's super cool how there are several different planets, each with their own distinct style (though I would prefer if you couldn't get the same one twice in a row).
One more thing: If you're going to add vibration there should be an option to turn it off. I was using the keyboard but I always have a controller plugged in and I just had to let it shake around.Submitted
For some reason I just love that the bullets curve around the planet. I didn't expect it but it makes total sense obviously, it's cool :D
Had good fun playing it. I agree that the jump is a little awkward sometimes - felt like I was supposed to jump and the game was like 'naaah not really'. Good job though! Would be cool if the transitions between planets happened visually - so you take off and then land on the new planet. Not sure how you'd do that with the changing player sprites though, but I'm sure you could find a way!Submitted
I had a lot of fun playing this game. Some observations:
- The timer starts as soon as you boot the game, and not when you start playing. This caused me to lose before I made it through the tutorial texts, as I left the game running in the background for a few minutes before starting. :p
- Some more visual clues about what hurts me and what is harmless scenery would have been welcome -- switching between the different graphic styles made it a little hard to remember what did what.
- The randomized numbers in each level made this have not much of a difficulty curve, but rather lots of ups and downs in difficulty.
I really liked the graphics, the sound/music, and the general concept. With some more polish and balancing, this could be a very fun game!
It was part of my Twitch stream last night, which you can check out here if you'd like: https://www.twitch.tv/videos/600892007
I play your game from around 4:30 through about 15:30.
Great job! :)Submitted
The visuals for this game are really innovative. The gameplay is simple and a little bit unoriginal. But the transitions, animations and changing artstyle is not like anything I've seen before. I also like how the music changes between each planet. Really cool game! Good job to all of you.
Switching the artstyle every second minute must have been ambitious. But as a developer, what I'm more interested in is how you achieved the turning planet effect. Is it a shader, or more like a position transformation?Submitted
Thank you so much for the review!
The planet works by just being an array of points around a center. To display it, the planet object generates a bunch of vertex buffers using those points to create a bunch of textured primitive polygons. I did it this way originally because I planned on using the Box2D physics engine, but it was pretty janky and jittery after implementing it, so I stripped it out and simplified the physics to feel more "game-y."
The objects all use conical points for their positions that get translated to regular planar coordinates. The view_angle gets set accordingly to show the view from the player's "perspective".
I got positively surprised again and again. Somehow I didn't expect the world so detailed based on the banner? The graphics were absolute manna shot straight to my poor veins. Especially the neon world was so beautiful I didn't really care of getting hits while just staring at it. The main character's design was also well done. Their pompousish walking style brought me a great joy.
The randomized (?) worlds were confusing at first. Did I start the level again? Did I go back one level? Or forward? I think the same order would have helped to understand the goal of the game better. But this is just some nitpicking, loved your game, excellent entirety.Submitted