I totally forgot to write a comment for this one!! The visual style of this was pretty simple, but very effective, and I'm glad I waited until late in the evening to play it, playing it in the dark was quite the experience. I happen to rather like space games, and this was a cool one! Great work
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Death and Opportunity's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #238 | 3.727 | 3.727 |
| Enjoyment | #256 | 3.455 | 3.455 |
| Overall | #347 | 3.333 | 3.333 |
| Theme | #356 | 3.364 | 3.364 |
| Visuals | #604 | 2.848 | 2.848 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Thank you for playing my game! I appreciate you powering through the darkness in order to provide me feedback. I hope you had an overall positive experience with my game. Thank you for sharing!
If you are interested, I just released v1.2.1 that sorts out the lighting in a way that I think still preserves the mood. Give it a try if you have the time and want to see a better version of the vision I had for the game!
A space game, NICE!! I love the simple low poly model for the spaceship, it really reminds of of games like Starfox 64, or the Star Wars Battlefront 2 space missions, and other classic spaceship games from that era. This honestly brought back a little nostalgia for me, remembering playing those older games!
this might be the first space game i played in this jam, the dialogue was fun and clear, also the controls i struggled a bit with at the start but i got the hang of it, and it was fun going after an asteroid and breaking it. really nice game :D
Thank you for reviewing my game! I was definitely trying to have a unique concept so I am glad it stood out to you. The controls definitely take a minute to get a handle on since I was shooting for something a little clunky to make getting around threats a little more nerve wracking. I hope you had an overall positive experience with my game. Thank you for sharing!
Fun concept but not very user friendly and I think some of us will lose interest after a while, I got up to 3 bars in all before I lost interest. The controls are a bit too floaty for my liking everything is too dark (maybe a flashlight upgrade!?)
The tutorial is far too dialog heavy, I know you can skip it but this is the classic show don't tell thing people in movies fall into where they exposition dump too much: same for video games: helpful tip just include a small lit space that the player can use to get used to your controls: have them appear on a hud so you can see what keys to use without dialog then have the player act that out, you could make the whole dialog like a radio you see at the bottom of the screen for example.
If your tutorial requires me to rapid tap more than 8 times you've likely added too much dialog, keep the tutorial brief and to the point. When I play a game and I have to sit through 2 minutes of text scroll: it can get tiring.
The mining is too awkward and your controls are a bit too floaty, I understand what you were going for but you can add other upgrades to make the game seem more accessible.
I think for a game jam despite these problems it's good, but if there was more content before 5 for everything it otherwise feels the game was made far too long for me to commit to seeing if there was an ending.
As it was it was a fun game but was lacked content and maybe some quality of life features to make the game more playable and less difficult. Very occasionally I would crash into asteroids simply because they were not visible - if the player had more light to work with then I would overlook this, but given some players may already have poor vision it doesn't seem very user friendly to make them squint to see where the light source is.
I'd say it needs a little polish but otherwise good enough.
Thank you for reviewing my game! It sounds like my design did not resonate with you and that’s all good. Concepts like the floaty controls during the beginning and the length of the dialogue were intentional design choices and I understand that those things do not work for everyone. The extent of the darkness was definitely not intentional. I was shooting for a gloomy atmosphere but balanced it in the middle of the night in a dark room, so that one is 100% a mistake I made. I appreciate you powering through the parts you did not like in order to review my game and appreciate the thoroughness with which you described your experience. I hope you had an overall good time with my game. Thank you for sharing!
It was fun I just wished better care was taken in the visuals and controls it made the game too challenging/long there's a balance for these kinds of things - if your game is so difficult it makes your player rage it's not fit for purpose, if your game is too buggy and cannot perform as it should it needs fixing and in your case if your game's pacing is too slow to enjoy the content: consider lowering the difficulty and shortening/lowering the amount required to progress.
The game has both a visual and a difficulty problem: as it was it was okay for a prototype but if I was to get a first impression from that I would probably consider a different game. I don't say this to be mean, I say this because I care about the overall look of a game if one aspect is putting me off it's likely making others consider it in a similar light. If the game was more visible (like having a field of view or light beams in front of the ship) then the game would be far more playable, but as it was the game required too much trial and error to be enjoyable.
Don't get me wrong, I loved the concept, I liked the idea of floating towards debris but the problem was it felt too random and some deaths felt unfair. I think with a visual overhaul this game would do well, but I needed to judge the game fairly and that is the version I was presented with. From what I saw it showed great potential but it needed further polish to make the game more appealing. The dialog for the tutorial was way too long: you could just have the text appear on your hud instead of skipping over it every time - making the game more interactive is what I would advise. Don't of course turn it into Superman 64 but turn it into a game whereby I can quickly understand the controls without being bogged down by a text box. The best way you could do this would be to make the tutorial interactive and not limit the player to scrolling through piles and piles of talking.
This was a nice entry! I don't see a lot of space games and yours gave me that nice old school adventure feel that has been itching at my brain for a while! It was a bit dark at times, but then again, that's just space lol. Overall game play was smooth and easy to understand, and the atmosphere, sound, and art really bring this to life! Really good job!
I enjoyed the quirky dialogue and the element of space exploration ! Not enough people utilized this setting for this gamejam (or at least, that I had the opportunity to play)
I absolutely vibed with exploring space. It took me a while to understand how to manage the controls (without accidentally Shift-W'ing out ) but in the end I made do and went zoooom XD I would like to say, maybe a skip entire tutorial part for us unfortunate plebs that accidentally reloaded would be a nice addition ^^"
Congrats on your submission all in all !!!
Thank you for reviewing my game! I appreciate you toughing it out through the quirks of the browser player to play my game. I have since added a disclaimer to prioritize the download versions to hopefully avoid any issues like this in the future! I appreciate your words and hope you had an overall positive experience with my game. Thank you for sharing!
I like the concept of being able to explore in space although I feel like the controls, to me anyways we're a bit finicky and I could quite come to grips with them, I also feel like there should be a little light on front of the spaceship so you're able to see the asteroids, More than enough times I've crashed into them as I couldn't see them 😅, I like that you've created everything yourself though using shapes from the Unity editor, that was a real solid touch and the upgrade tree was very nice!
Thank you for reviewing my game! Yes, the lighting was done horribly for this one. I wanted a moody atmosphere but absolutely scuffed the lighting by doing my visuals in the middle of the night with my max brightness monitor. I really appreciate you toughing it out to give my game a review and I have some updates ready to push once the voting time is up. I hope you had an overall positive experience with my game. Thank you for sharing!
Really cool! I love space exploration games like this, the controls were very neat and clear, physically made sense as well. only one tiny issue is things were dark, some light source like a sun or a stronger flashlight would've been nice, doesn't have to make everything bright of course, gotta keep the challenge part of the game. and what did the protagonist do to deserve this sentence..? jokes aside, great work!
Thank you for reviewing my game! I definitely appreciate the feedback about the lighting. I balanced the visuals in the middle of the night in a dark room and thought nothing of it because I am clearly a genius. I am thankful that you powered through the visual issues to play and review my game. I hope you had an overall positive experience with my game!
As for the protagonist's crimes... that is a very good question I may have to answer with a future update. Who knows?
Was pretty neat getting to fly around. I found it a bit dark but maybe that was just the brightness of my screen. Good job overall though :)
This was good! I was playing for a bit.. then I accidentally CTRL + W closed the window because of the keybinds on browser.. surprised I got that far before hitting those at the same time actually, though it was still fun!
I enjoyed flying around, but I found myself crashing into a lot of stuff due to low lighting. Other than that, I enjoyed it a lot!
Thank you for reviewing my game! I apologize for the poor experience due to the lighting. I definitely make some mistakes when doing the lighting pass for the game by doing it in the pitch black of the goblin cave I program in. I appreciate you sticking with it long enough to provide me with feedback. I hope your experience with my game was an overall positive one. Thank you for sharing!
I liked the writing on the dialogue and the ship controls tutorial checking you'd done the actions and ship controls, reminded me of outer wilds' ship with the way it controlled and you could zero the momentum. I felt you could do with some sort of spacestation / planets / moons to provide light and for waypoints around the star system to navigate by so it didn't feel so much like a dark void, but I do get that's what you were going for aethetically, just made it a bit hard to navigate.
Thank you for the review! I agree, my game definitely suffered from not having a clear way to navigate. That is definitely a ding against me. I do like the thought of other celestial bodies to dot the area. Maybe if I can get a procedural version of the game working, that could definitely be a stretch goal. I hope you had an overall positive experience with my game and I appreciate you taking the time to review it!
This reminds me so much of the setup for a game I'm working on called Otherspace, the gameplay format is different, more like if Captain Forever was a sandbox game, but the setup is really similar. The whole being a convict working off their sentence through a mining company, but my super special resource is instead called Luciferin and it's like the secret to FTL communication but only because it unlocks psionic abilities in the AI adjutants that were commonly used by military vessels. I kind of do jump away from that setup pretty quickly though because there is like a whole entire catastrophe that inadvertently frees you, but it was cool to see something made by someone with a similar imagination.
Overall I'm a fan of the gameplay loop, the resource gathering and movement feel really good. I did struggle a bit with the controls though, in that my hands got pretty confused moving between ctrl and space and I kept accidentally ploughing into asteroids. I think a fun way to alleviate this could be if you added an auto-dampener upgrade with a toggle or something similar. Additionally I think your game would pair absolutely brilliantly with gamepad support, I think the controls would feel very nice in that format. Some sort of aid to depth perception would be nice if you could figure that out too. Overall though the gameplay was really fun, the atmosphere was on point, and I really enjoyed the like minded story telling.
Thank you for reviewing my game!
Your story concept sounds really cool! I am glad I did not accidentally steal it from you because it sounds like you have a really good handle on the universe you are working with. I definitely enjoyed writing the dry wit of the Onboarding Assistant.
I am glad you enjoyed the gameplay loop and controls. I had not thought of an auto-dampener, much like Space Engineers, but that makes a ton of sense! I will have to add it to my roadmap. I agree that gamepad support would also be a good milestone, I am just super bad at gamepad support, but I can give it a crack.
I hope you had an overall positive experience with my game and I appreciate you taking the time to share your thoughts!
You're in unity right? Using the "New Input System" package is kind of a pain, like a lot of stupid boilerplate, but once you get it going it makes mapping different input settings together pretty easy and has pretty simple workflows for rebinding too, so I would recommend giving it a shot! (begrudgingly XD, the amount of boilerplate is, yk, bad) But either way, good luck!
this one caught me off guard, definitely a case of not judging the book by the cover!
I thought this was going to be like a weird startfox 64 clone or something, but that's not even close.
getting used to the ship controls took me a little bit, but like many others have said, its pretty smooth once you do.
there's a def vibe to this one. The take on the theme is solid, nice dystopian style setup.
GG
Nice controls on the spaceship! I think I'd prefer that the visuals were a little clearer/more obvious but it's clear you're shooting for a particular vibe so that's just me nitpicking. Also, loved the narrative and dialogue. Great submission!
Thank you for your review! I appreciate the point you made about the visual and I 100% agree. The brightness was a major issue with this project, and I am entirely at fault for that. I appreciate you taking the time to power through it anyways and I am glad you enjoyed the writing. I hope that you had an overall positive experience with my game. Thank you for taking the time to play and review my game!
Really enjoyed the gameplay here, controlling the spaceship feels very smooth and rewarding once you get the hang of it--really captures the feeling of space exploration. The narrative elements are also quite well done. I do agree about the brightness being far too low, but this has lots of potential to be really fun!!
The beginning story reminded me a lot of the movie "Mickey 17." Really good stuff. Same feedback from me that most already have had, but I hope to see this continued because I enjoy these types of games!
Thank you for reviewing my game! I have never seen Mickey 17, so it sounds like I have some homework! If you really liked what you saw, check back here when voting is over and I will have the updated version posted that fixes the brightness and adds some quality of life changes. I appreciate you powering through the issues, though, and reviewing my game. I hope you had an overall positive experience with my game. Thank you for sharing!
I am not the best driver, but once I figured out the controls, flying around felt soo smooth :) However, I struggled a lot with depth perception (I think mainly due to the brightness!) so my ship kept dying by me flying into asteroids :') I do think this is a promising game, and hopefully you'll allow yourself to work on it more. Well done 💛
P.S. you did a good job with the audio/sfx! It felt super immersive.
Thank you for the review! Yes, the brightness is definitely holding my game back and I already have a fix built and ready to go, but I cannot push it during voting time for obvious reasons! I really appreciate you sticking it out through the issues for your review. I appreciate your words and definitely have some plans for this game after I recover from this jam for a bit. Thank you for taking the time to share your thoughts!
I really enjoyed this one, and there were a few simple but well placed elements that made a big difference. First is the person talking with you on the com, who is a lot of fun and well written dialogues do a good job in creating an atmosphere. The flight mechanics are tight, and leveling up feels rewarding. As you mentioned to me, there was some mistake in the brightness settings, which is a quick fix, and happens easily on a jam like this. I think the further development of this will make for a really fun space exploration game :)
Thank you for the review! I really appreciated watching your gameplay in real time on your stream. I think you did an excellent job taking my game to task and showing me the pitfalls of my design. I am glad that you had a positive experience with my game in spite of the brightness issues. Thank you for taking time to share your thoughts!







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