Module D'Asteroid

Module D'Asteroid

  • fryman22
  • 4 months ago
  • 48th

Description

Module D'Asteroid

When Kermy Wormy’s lunar module gets swiped by a rogue asteroid and sends you crashing into an unknown planet, there’s only one thing left to do… explore deep space to collect the pieces of your spacecraft and put the pieces back together again. Collect as many crystals as you can to provide fuel for your return trip home and prevent a trip to Gastronom to refuel. That is, if you think you can gather the parts required and be ready to Rip and Dip through this uncharted, new game by Fryman Games!

Controls

Traditional W, A, S, D keys move you through the terrain of this new and undiscovered planet.

Credits

Artwork, Game Design, Programming, and Game Mechanics:

fryman22

Sound Effects:

fryman22

Music:

My good friend and extremely talented musician Josh Panzarella

Josh loves creating music and is always interested in new projects involving game soundtracks, sound effects, and jam sessions! Feel free to contact fryman22 for his contact info! 🎵🎶

Feedback
6

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  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 11

    Nice game! I included it in my GM48: Collect! compilation video series, if you’d like to take a look. :) https://youtu.be/Lw5l602H5TY

  • baku
    baku baku Level 40 Patron

    This game had a lot of potential after the nice opening cutscene, but it never really went anywhere interesting (at least for the duration of my playtime). The game crashed right after I collected the glass spaceshield.

  • g0ldent0y
    g0ldent0y g0ldent0y Level 4

    Hey there. I can only agree on what most of the others already said, it got a bit tedious after lvl 4 searching the whole map for crystals without any guiding help. And running around and searching for objects alone isn't a compelling game loop for me. I miss a bit of variety, like enemies, puzzles, or at least some variety in the tiles or anything. Could have bumped the game up quite a bit.

    I liked the intro a lot. Art style was quite good. Loved the little character dude hopping around happily. Interesting implementation of a procedural level generator. Def bonus point there for the effort to balance that during a jam. Sound was decent.

    Overall a solid jam entry for a solo dev.

  • havik
    havik havik Level 15

    Promising start - I hoped there would be a bit more after the crash! But, 48 hours, it's not a lot of time, so well done for doing as much as you did! The biggest issue for me was the size of the levels (/lack of a map). On level 5 I was pretty much lost trying to find the last crystals, so maybe smaller levels or a minimap would be nice, and a crystal counter! Lots of things you could do with it.

    The music was good too, fit the game nicely :)

  • FlashPulse
    FlashPulse FlashPulse Level 5

    A bit of variety in the look of the different parts of the levels or some type of landmarks would really help you find your way around. Right now it all looks the same. Also some enemies, obstacles, or puzzles would give the game a better purpose. Right now there is no challenge, besides getting lost. Otherwise pretty nice. Keep it up. :)

  • Yosi
    Yosi Yosi Level 16

    Nice game, but I think the levels are too large. Making everything more compact would have helped out the pacing I think. Also, I got a fatal error after getting 50 things? Not sure if I did something wrong or not.

    • fryman22 fryman22
      Level 6
      Developer

      Thank you for playing! I agree that the later levels are just too large without any help on where to go next. I should have toned down the algorithm for the level size increase.

      You didn't do anything wrong. Sorry for the bug! I incorrectly referenced the dialogue object. You beat the game at that point by collecting all the ship pieces and crystals.

Post-mortem

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