Thanks for playing! The plot is very much open to interpretation ;)
BlackVoidMedia
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Very interesting and unique concept! As others have said it's a bit confusing, even at the start of the game it took me a while to realise I had to press both buttons at the same time (I also though the buttons needed to be clicked on). I do really like the idea of controlling a rover like this though!
Great job, I had fun playing this on stream! As I mentioned the camera angle was a little tricky sometimes, or maybe the potential "paths" should have been a little easier to see. I also wasn't a fan of randomising the keys each time - I feel like the two control limit was a fun challenge in itself, and the randomisation just made it awkward to play. I think this has a lot of potential to be expanded into a full game if you wanted to add more levels!
I had an absolute blast playing this on stream, beautifully presented and a great choice of music. The gameplay was simple but incredibly satisfying once you got used to the controls. I think a leaderboard would be great, and I also felt that it could be a little more obvious what the powerups do. Overall a really awesome entry though!
Very solid entry! The gameplay was difficult but quite addictive. The simple pixel art fit really well and the audio was great - I especially liked the Western music! I did find a bug where I was able to ping myself out of the level on the left side of the screen, you can see it if you watch my stream VOD.
How did you build this in 72 hours? :D
I can see this being turned into a really nice space simulator, the ship's bridge is really detailed and the music fits really well. It definitely scratched that space exploration itch.
I did have a technical issue where I couldn't use the panels if I was standing too close to them, and I also found it a bit easy to blast enemy ships away - it would be good if battles had a bit more of an "epic" feel to them. But these are things that can be fixed/updated over time, I hope you'll continue working on it!
Had a great time playing this on stream, despite the fact I sucked at it :D Really satisfying gameplay and I loved all the little details like the particle effects. I think the change in mechanics needs to be more obvious as it was confusing at first, maybe a little animation or something? Also level 2 seemed a lot more difficult than the other levels, but maybe that was just me haha.
RIP people of Emberton and many deer :[
I had a blast playing this on stream, I have a feeling this is going to be one of the top rated entries. Genuinely intense gameplay, unique concept, and great audio and visuals. I felt like the blur effect was a little too much but I got used to it eventually. Amazing job!
Glad I got to play the version with the framerate issue fixed - the atmosphere is incredibly well done, the audio is perfect and the creature is terrifying as he moves towards you. To be fair I rated you lower for "polish" since that was the version that was submitted, but overall this is a fantastic little horror experience.
The controls and gameplay feel really solid, and the pixel art and background music are great! Some details in the background would be nice rather than just a flat colour. Also I found the "trap" areas were a little unfair. But other than that it's a really solid entry and I enjoyed playing it on stream :)
Well you saw my stream so you know most of my feedback :D To recap, it's possible to get stuck on the rocks, and I found that lily pads sank a little fast for some jumps. But the gameplay was weirdly addictive, and the audio and visuals were spot-on.
Overall, I really enjoyed the entry and I hope Gregory makes it home one day :)
Hey Aaron, thanks for much for playing, I'm glad you enjoyed it! I should have made it more obvious but the split mode is basically multiplayer mode :) And to fix a node, you just shoot it with your character's beam, no minerals required (minerals fix the ship's hull).
Definitely seems like the tutorial needs work and yeah, fixing the clumping enemies is on my list already haha. I'll also make a note about the beam position, that's great feedback and something I hadn't thought of, thanks!
Hey, thanks so much for trying it and for the awesome feedback! Yeah, I think it definitely needs to be more obvious when you're dealing damage to certain enemies. Also it's interesting that the energy source one-shot you as that shouldn't happen haha... was there an enemy lurking in the same room? I may need to prevent enemies from spawning in that energy source room.
Regarding checkpoints, I'll see how that feels in the final game before making a decision on it - for the demo level I'm spawning in all enemy types as I wanted people to experience them, but in the actual game a lot of those stronger enemies won't appear until higher levels. So hopefully the difficulty will ramp up slowly. There will also be powerups and upgrades to help you. That said, if it still feels too unfair at that point then yeah I might consider some kind of checkpoint system :)
Thanks again!
You saw my stream so you have my feedback already :) But yeah, great entry albeit a little buggy - I can see it turning into something really awesome with some polish.
I'd have liked to have some hover tooltips to tell me the building names etc. And as you saw, some simple background music can make a huge difference ;)