I love the core idea and the clear power-up mechanic. The GUI highlighting for oxygen and time is a nice touch. Also like the characters.
It took me a little while to figure out what the actual goal was, though.
| Criteria | Rank | Score* | Raw Score |
| Sound/Audio | #2 | 3.778 | 3.778 |
| User Interface (UI/UX) | #2 | 3.667 | 3.667 |
| Visuals(Graphics) | #2 | 4.111 | 4.111 |
| Overall | #5 | 3.778 | 3.778 |
| Fun | #10 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://happysealgames.itch.io/chickonaut/devlog/1043575/chickonaut-v103-is-live
I love the core idea and the clear power-up mechanic. The GUI highlighting for oxygen and time is a nice touch. Also like the characters.
It took me a little while to figure out what the actual goal was, though.
Enjoyable game, pretty difficult. I like how you design retreat mechanic, it's pretty nice challange to estimate if I still can go back to base. Upgrade system is clear and cool.
Art and music is nice match for arcade type of game.
What I improve I would make it more clear when you got your resource, I was confuse when I got collected resource but still I had to destroy rock. Maybe just remove resource texture when you just destroyed the rock?
Congratulations on your submission!
Thanks a lot !
We will add something that indicates when the amount of Yolkium you have is sufficient for the next level. Even if you reach the required Yolkium before the time runs out, it’s still important to keep breaking blocks to increase your final score. In fact, even after the player gathers enough Yolkium, we want them to keep going to improve their score.
Hi,
After you collect the required amount of Yolkium for the next level, go to your ship and select the Next Level button. The more blocks you break before completing all levels, the higher your score will be. If you choose a harder difficulty, your final score multiplier will also increase. However, as a challenge, the time limit becomes shorter on higher difficulties.
Thanks for comment !!
Absolutely loved it.
It took be a few tries to get used to it and I was only playing on easy.
The additions you've made with the 10 second timer and the screen going to black when oxygen is low is eggcellent.
I was surprised how challenging this game is. I played on "Easy" and I still struggled the first couple of times.
The visual feedback on the rocks is fantastic! It was fun to mine like a madman and rush back to the ship.
My main problem with the game is the oxygen system. It depletes REALLY fast while moving, and combine that with the floaty physics and the tendency to get stuck on blocks' edges and it gets extremely frustrating. I'm also not a fan of how the timer still counts down while you're in the ship trying to decide on upgrades. I did panic and buy an upgrade that set me too short on Yolkium to advance to the next level.
Overall, solid game with great juice in the visual and audio departments.
The art and character concept are cute. The gameplay is pretty smooth. It would be nice if there was a bit more clarity somewhere that to complete a level you need to collect enough Yolkium and purchase the "upgrade" of advancing to the next map before time runs out. Possibly also make that "upgrade" be a different color, or have a border denoting it as different.
I played through on easy and normal, then did one map on torment just to see the difference. It feels like it gets easier as you go, since you can have upgrades, and there are more of the larger ore clusters. There should probably be some added challenges on later difficulties, such as tougher blocks requiring more power to break through, or hazards to avoid.
It would also be nice if the clickable area for the upgrades was a bit taller. There were a few times I was trying to rush and missed.
Overall, this was a cute and fun little game.
Nice character art and menus. It all goes together well!
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