The game was pretty cool technically. The jumping was cool, how it interacts with things in front of you. The cutscene was cool. The camera was a little too close for comfort at time inside buildings. The music implied a sense of urgency I didn't really feel until the last music played. Even the last minute warning didn't do much. I think a timer on screen could really help there.
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Last Launch Protocol - A World Without Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio Design | #15 | 3.038 | 3.038 |
| Originality | #15 | 3.077 | 3.077 |
| Overall | #19 | 2.788 | 2.788 |
| Narrative | #20 | 2.423 | 2.423 |
| How well the theme was used | #29 | 2.615 | 2.615 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What Synty asset packs did you use in your submission?
Polygon CyberCity, Polygon NightClubs, Polygon SciFiCity, Polygon ScfiSpace, Polygon ScifiWorlds, Polygon Scifi Soldier HUD
Comments
The grappling hook gameplay was SIIIIIIICK! I kinda forgot to play the actual game and was just enjoying my time whipping around the small city. I would absolutely love a parkour hooking robot open world game like this! So much fun! Awesome job!
Really nice work! The character controller is almost perfect. I love the parkour and grappling movement, which for the most part worked really well. There were some places I got stuck, or some movements I wanted to do didn't seem to be available, and I couldn't tell where I could grapple. It was also very dark for me (maybe that's the intention), but I found it hard to see where I was going in some places. Overall I was super impressed though. Great job!
I enjoyed the grappling hook. It was pretty smooth navigating the level once I got the hang of it. (playing via web browser) I don't think I could repair the ship though. I got a repair kit and stood where it told me to stand, but nothing happened. I did not see a progress bar. Overall I enjoyed the game though.
Coming back after thinking on this for a few seconds.. the issue you described was one that I did not notice during testing, which makes me think you possibly stood in the green circle at the ship to install the repair module? lol That is incorrect, but quite an easy mistake to make since i meant to actually have that disabled when the fuel objective gets complete to PREVENT player confusion lol. But the instruction page does say that you have to take the repair modules to the specific repair location on the ship indicated by lights. So each time you take a repair module back up to the ship you have to locate the specific spot that is damaged, climb the ladder in that location, and install the repair module. Then once you do that you input the launch sequence, and if done successfully, you are lifted off into the void lol presumably safe haha
Good game obvious the traversal and grappling hook was the highlight of the game. Id like to play a mini open world game like this. As far as finding the items id say ship parts were hard since everything is neon. But none the less great job!
Visually, this game looks pretty good. Maybe a bit dark in some parts but nice visuals. The controller could use some work but it felt responsive when using the grappling hook. It was kind of hard finding the fixing modules and some instructions on how to use them would have been nice. It's a good starting point and cool concept though. Good job!
Sonic.EXE is typing...
SO first off, the actually player controller felt super nice! Other than not being able to jump 😅
It felt very fluent and using the grapple ability felt so smooth!! Loved interacting with the environment! I felt like everything had a place and belonged... I enjoyed myself up until I had flashbacks to elementary school watching Sonic.exe for the first time when I began running out of time to fix the rocket.
Really only thing I can think of that I would love to see is being able to jump when ya want, but also having little markers that show where the items are at!
Wow though great work! Hope to see more! ❤️
-Freefire Studios (Landon) 👀🔥
Thanks for the feedback, I DID test with giving the player the ability to freely jump but it presented too many issues to the gameplay to allow into the final submission. The primary issue with allowing the player to jump freely is that if you press the jump button (which is the same button as the predictive jump/parkour vaulting button) to early when you expect to leap to an obstacle (like in assassins creed) the player fails to use prediction to make it to the obstacle or ledge that you intended on jumping to. So to prevent that I took out the free standing jump entirely, though I could probably simply map the action to another button lol, I think i was mostly figuring that a free standing jump wouldnt be required because once the level was properly tagged and all of the gaps, ledges, obstacles properly spaced out, the traversal would feel very smooth and fast paced. I may go back in and do that. just for fun haha
hey nice job! To be honest the only problem I have with it is the level design. It was super confusing for me to know where I could and could not jump. I could get off the tower the first time and chalked it up to being on browser. I finally got around to playing again to have the same problem then randomly jumped onto the glowing platform. I didn't realize that was for walking haha. I got the fuel cells but in my journeys I went to the ground floor and spent the whole time super frustrated trying to get back up to the top but not seeing the correct path, only lots of dead ends.
The visuals were really nice and the movement was pretty good, if a little clunky/jerky.
You may have been one of the ones afflicted with a known issue where some features do not function in the browser, these include the main traversal features such as the grappling hook which is the only way to return to the ship platform. It was a major struggle to get it to work at all in webGL lol. I HIGHLY recommend downloading and playing to get the full experience. I think i should not have uploaded a web build at all to be honest.
Well I did play in the browser but ended up downloading it which was a better experience but I didn’t grapple once, didn’t figure out I could grapple even then lol. I will try again tomorrow because that sounds like a lot of fun!
I had a web build for mine but ended up scrapping it because i couldn’t get it running as I wanted players to experience and was running out of time. I figured better to have fewer players play the “correct” version than more people play a misrepresentation of what I made.
Alright! I've revisited the game and with the grapple working it is much better. Now I would retract my previous criticism and replace it with having more in-game guides. When trying to figure out that I could only have 1 repair module at once, and then figuring out where to put the repair module I was confused and lost because of that which isn't fun. I would suggest turning off the particle effect on the main control panel below the timer during the repair module part because it makes it seem like the player is supposed to go there.
Finally, after seeing the input mapper, I think the input could be refined. Many of the controls aren't intuitive and there are lots of buttons for dropping, dropping while hanging ,etc. Sometimes I would also try to jump a gap that seemed like I should be able to make it, and then fall 5 stories to the bottom of the map.
Thanks for the healthy criticism :). For my entry I knew that it was going to be complicated and wanted to focus as much time on the actual mechanics of the game, so instead of an in-game tutorial I opted to create a highly detailed front page with all of the necessary instructions to complete a run in the game. I understand that many people prefer not to read and would prefer in game tutorials but in the spirit of the game jam I put the time that I would have taken to make a tutorial and put it into gameplay. I would like to go back in sometime and refine the level traversal to fix issues like you described where certain gaps arent able to be jumped ect. That also came down to time haha, I spent less time on level design than I could have, and I did not have the time to go through and properly tag and space out obstacles as well as more refinement of the character obstacle/gap detection. I ended up having a power outage that corrupted my project and I struggled to make it playable on time after that.
But all in all the jam has been a great experience. This is my first jam, first game, I learned a TON! And I am very impressed with myself for properly being able to set the scale of my project and complete it even after all of the issues that I had lol.. It really felt like being an actual game dev during crunch time and it will be an experience that I will be glad to remember!
Yeah and I don't fault you at all for that. Very few of these games have in game tutorials and this is something I'm saying now without having done one myself for my game (and now I wish I had, it's one of my game's weaknesses LOL) so lesson learned all around.
Once you get how your game works it totally does work and it's a fully fleshed out game with very few bugs so it's honestly awesome, ESPECIALLY for your first jam!
Impressive if you made the whole character movement from scratch! Great game!
Love the way you built the city, and game play was fun. Loved trying to find ways vertically around the area. The only frustrating bit was the lock on mechanics. The mouse wanted to lock onto railings to jump and sometimes the railing was far off in the distance. It made turning around, or finding other paths sometimes hard to do. Otherwise a great start to a game.
Thanks for the feedback! I worked really hard on it and ran into a few setbacks but I am thinking that maybe i'll even put some more time into it and turn it into a completed project. There were sooo many issues I had during development that the project is a mess right now, but I had a blast! Improving the environment scanning and traversal are pretty much at the top of my list for this project!
There seems to be a bug where repair parts cannot be picked up. Game idea is nice, though the parkour could do with a quicker pace ;)









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