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A jam submission

Kibus Moon RockView game page

Build little worlds for adorable spacehogs!
Submitted by BlipBlipBlue — 3 days, 12 hours before the deadline
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Kibus Moon Rock's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#633.7503.750
Sound/Music#723.3753.375
Overall Fun#1182.7502.750
Controls / UI#1232.3752.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Other

Rating

Family Friendly

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Comments

I really liked the visuals, the models had a really neat design. The gameplay however I felt lacked direction, not sure if there's meant to be a goal or just a decoration type game. I mean there were tasks but I couldn't figure out how to complete them so I had to stop playing. 

Time Stamped VOD

Here is my gameplay video if needed: 

---

Hm... This is still alpha/beta, I guess. Pretty rough, as a sandbox game, and there are... Hm... Many things to do, but also not that many things to do. The screenshot of this game is definitely not in line with what is going on in the game at this time. Perhaps later in the future? But at this time, it's still barebones. There are a few times when objects went puff, and I have to place the object again. I also don't know if I have to build houses and such so they can live in this "small world". The function of each object is also not that clear, whether it's a floor, a road, a house, a cafe, or something else. Perhaps later, in the future...

  • Youtube Timestamped Link
  • Graphics : Mixed, some things look fine, while other things look rather rough.
  • Music / Sfx :
    • Music : Fine
    • SFX : Fine
  • GUI : Ok, but could do with an improvement
  • Gameplay : Not much here, you put down buildings and seemingly not much else.
  • Notes :
    • I got copyright claims on the music.
    • It's a bit confusing if any of the things you place do much of anything, do the 'kibus' use the chairs and other stuff?
    • A lot of the game is rather unclear or completely unexplained, 
    • There's some layering/graphical issues.
    • I'm not sure what a furball is in this game as it's not described, I believe I saw one once and didn't collect it.
    • What the heck does the robot do aside from being the 'bulldozer' for the demolish option?
    • Honestly not a fan of how a lot of the 'kibus' look, it's uncanny.

Overall I can't say I much enjoyed this one, it's needing quite a bit of work.

Jam Host (2 edits) (+1)

Thank you for staying and visiting my stream on your title. 
I enjoy the overall art direction, the quality of this sandbox decoration game, (should list it as sandbox)

very chill and relaxing. the game is adorable. 

What I wish: 

GUI: 

  • A way to access the quick hints on the keys needed in order to be reminded. 
  • Numbers count on the fur balls. 
  • Info on how to generate fur balls with the quest. Like placing down plants to get fur balls. 
  • Furballs: Need them to be on screen longer, also need their contrast to be higher than the rest of the town so I can see them and realize they are there. It's a very colorful town, a lot to look at as we go, so need them to be EXTRA shiny for us not to miss it. 

Ideas: 

  • Helping Migrating Kibus move in new homes (like build 3 homes for homeless kibus) would be lovely and feel purposeful. 
  • Put down roads for Kibus to travel to the pond (every different items and features needed can have it's own to-dos for more goal oriented players, but keep them optional)
  • Help Kibus build a bath house?/store?
  • More interaction with Kibus. (like petting, it's a cozy game, this feature will boost it)

Wonderful game, keep grinding, you got something lovely here. Keep it up! 

(+2)

Chill and relaxing game. It took me a while to figure out how to clear the fog and generate furballs. The style and item selections are very cute. Had some challenges with camera control, item placement/removal. It would be cool if you could scan items on the map and add them to your inventory, like the bridge I accidentally destroyed. ðŸ˜…

VOD: https://www.youtube.com/watch?v=2OzTNiBJK60

(+2)

Beautiful and fun game. The atmosphere is immersive and relaxing, and it really provides the opportunity to make the world the way we want it.  We really like the friendly tone that the characters set. For example, everyone seems to be smiling, even the kibot that doesn't technically have a mouth. The color scheme really lends itself to that as well. 

There is a little more of a learning curve to it than there probably should be, so more indicators of what things are in the UI would be helpful. Also, the tutorial is a bit too "tutorial-y" and while it definitely covers most of the controls, that might be better spread into the actual gameplay rather than before you get to the first biome. Also, some of the sentences didn't quite make sense and while we were mostly able to get the general idea, you may want to spend a little time refining the wording.

Some of the things we'd like to see built into the game as you progress may already be on your roadmap but just in case, here are some examples. 

  • Labels on the items in the inventory
  • An undo button (see the part where we accidentally destroyed the pond we loved)
  • The ability to have anything that's already in the world in our inventory (e.g. rocks and ponds)
  • The ability to change the first-floor level of buildings
  • Maybe some hints as to how to accomplish the tasks on the task list
  • A mode that allows you to progress to different biomes without having to unlock them through tasks first (e.g. story mode vs. creative mode)

We did run into a few things that didn't seem to function correctly, which we fully expected since this is a pre-alpha build. For example, the music at the menu screen stops playing after a while. Also, objects like the grass or buildings would get rotated at a diagonal axis and we couldn't get it to go back into alignment with other objects. The precision of the aim for the destroy feature could use some tweaking, as we never really could tell where it was going to destroy something in relation to where we were aiming. 

This may be something that's being built into something you're planning for future in-game tasks or challenges, but we found the time limits on the toy category objects discouraged us from placing them in the world. If they're just going to disappear, why place them? That's how we felt, anyway. 

You definitely understood the assignment with the cute little animals, because it was fully rewarding getting to pet them and seeing the visual feedback in the form of swirls and hearts and the animals' happy behavior. We really liked that. We also really liked how they would come from other areas to graze on the grass we put down. 

Overall, we love the direction this is going and are excited to see how this shapes out as you get closer to finishing. Keep up the great work!

(1 edit) (+2)

First off, thank you so much for reaching out to me to play this adorable cozy city-builder! Even if it's still at the early stages of development, I can see that the devs are very passionate about this project and jumps into fixing as much as they can whenever an issue pops up. There are some issues here and there but it is expected for a game at this stage, if there are anymore questions please feel free to reach out and I'd gladly help in any capacity I can.

  • Tutorial UI speech bubble merging with the instruction texts occasionally, could possibly add an opacity highlight for the text box so it's still legible. alternatively have a tighter constraint/boundary on the size of the text box so it doesn't intersect with the white highlight on the speech bubble.
  • Objects disappearing from the environment when I want to place them, possibly from an invalid area? Would be nice to have a visual aid for where you can or can not place items (Two Point Hospital is a good reference)
  • Object snapping feels inconsistent. It's on a grid but too far away from the other objects, and can't place things immediately next to each other.  An opposite issue is also objects that you don't want to be intersected, intersects into each other; example would be the house and grass patch. Not sure if it's possible to also disable snapping so players can place / intersect objects based on how they want to build their city?

The creatures in the game are absolutely adorable, I would love to see what other ways we can interact with them in the future! I love the concept of a city builder with animal-like creatures in them. Please don't get discouraged by the notes I've given, it's a fairly well done demo to get the idea of the game across. 

Props to making a press kit for the game as well for content creators to use! This is the first game I've seen on Feedback Quest that has done that. Keep up the good work and I would love to see more from your game! 


https://www.twitch.tv/videos/2547458123