It looks incredible, I am always amazed by how lovingly you render environmental details! The animations and character designs are fantastic. The music sets a perfect ambience, some additional sound effects for slimes and thrusters could really seal the deal. I like the controls, movement feels fun and impactful. Turning thruster movement back on after the meter runs out seems like an unnecessary feature, I wanted it on all of the time when it was available. The sex scene feels like it should be a reward for completing a section rather than a punishment for failure, I almost missed it. There are some ways to softlock the game, including just walking left at the very start. You've built a really promising and visually striking core, I hope you'll keep developing it further!
Play game
Unnamed Astral Game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Aesthetic | #6 | 4.375 | 4.375 |
| Stealth | #8 | 3.833 | 3.833 |
| Ambition | #26 | 3.417 | 3.417 |
| Sound | #34 | 2.750 | 2.750 |
| Play | #38 | 2.750 | 2.750 |
| Novelty | #46 | 2.667 | 2.667 |
| Overall | #47 | 2.663 | 2.663 |
| Harmony | #57 | 2.417 | 2.417 |
| Horny | #57 | 1.792 | 1.792 |
| Kink | #58 | 1.417 | 1.417 |
| Narrative | #59 | 1.208 | 1.208 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you didn't do during the jam
Sound effects are taken off of Open Game Art
Comments
Your art is great as usual, and if you build this out more mechanically, don't even touch that thruster movement. it feels GREAT. The ambient sound is pretty great too.
Thanks a lot for liking the thruster movement, I spent quite a bit of time perfecting it and improving on the one from last year. I am considering quite a lot turning this game into a shorter but completed game post-jam, I am considering some small alterations to the movement tho, faster ascend speed with higher cost, shorter dash distance and the addition of an new mechanic that turns you into a living rocket :3 , other than that I consider the thruster movement perfect. The reason for all these movement mechanics will be damage scaling with speed and player expression through it.
Loved the art but yeah, the game’s a bit barren. I managed to fall out of the world through an elevator shaft. Whoops
Your art is so wonderful at building a mood - it makes me sad the game is so barebones, because with all the enviromental storytelling it really felt like you were moments away from something super engaging happening. I loved finding the weapons cache and the more slimed up area, and the monster design and animations are really great. Was a bit annoying to need to close and restart after getting caught and a shame there was no endings, but it sounds like you achieved the bones of what you set out to do!
The art is, as always striking.
I softlocked 5 times and when I didn't I couldnt reach an ending.
I reached the "weapons angar" but nothing happened then.
One thing I was hoping is that when we get a "getting it" scene, when defeated. I sure hope a "giving it" when winning. (as an idea).
While there wasn't much game or horny, you definitely succeeded in crafting a striking art style. I took a moment to just appreciate the background while out on the bridge. Would use as a desktop wall paper on my ultrawide monitor.
The game looks really good! But it makes me sad to kill the slime girls. Also, whenever I'm defeated by them I can't find a way to reset the game; I can only refresh the page to start again. The animation is very nice though!
Visuals are splendid! There was no horny to be found but there was a sense of scale and impending something thanks to environment hints. It was easy to defeat the slimes, I would love to see something more done with the world.
very stylish visuals, great job!
i like the movement, especially the sort of super-jump from pushing shift+w, it is very satisfying. i do think the controls for the "activate thruster movement" are a little awkward--specifically, i'm not sure if there's a reason i would ever want to disable the thruster movement, and sometimes it feels difficult to activate it for whatever reason (and it seems to deactivate itself when you run out of fuel?)
It feels like the framework for something much, much bigger. The general gameplay and control was very good--perhaps a little "floaty"--and the aesthetics were just very nice. There's, however, a considerable lack of... well... stuff. I think this could become something really great, but as it is right now is, as you expressed in the game's page, "mostly intended for experimenting with visuals."
Fantastic artistic direction in this. Gameplay is simple but very responsive and functional. Could do with a lot more feedback either through SFX for hit/downed sounds for the enemies. Honestly just wish it was longer and had a little more narrative, if nothing else, to provide context to why these slime girls exist, why the PC is shooting them, and where the hell is this cool place that we're jet packing around in.
Stellar entry, excited to see more if you plan to do so! Great work regardless ^^


Leave a comment
Log in with itch.io to leave a comment.