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Luna's Flight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #5 | 4.421 | 4.421 |
| Graphics | #29 | 4.053 | 4.053 |
| Overall | #35 | 3.605 | 3.605 |
| Gameplay | #57 | 3.105 | 3.105 |
| NES Feel | #69 | 2.842 | 2.842 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Sick! I made it all the way to Nothing!
* I LOVE the music it's SO funky and well composed. Legit I think this might be my favorite this jam.
*Art is SUPER cute too, all of the animations and designs and even the pause menu looks absolutely stellar with that transition too.
* I uh, don't know what possessed you to include the AK and the car but it was funny lol
I think I would legit buy a finished version of this game, JUST based on what's in this, in spite of how incomplete it is it's really charming.
Hard to figure out what to say since it's a prototype. It's definitely the most vibey prototype I've played in a while! The music is my favorite part. The character designs are all so cute and the movement feels nice!! I knowww it's a prototype but I would've liked to do the first little part that's here without damage boosting over the spike pit to the right of spawn. This could be a really cool outdoorsy themed game where u beat up 'n befriend all sorts of wildlife n critters,, i'm here for the vision
I reached the end of the demo twice as the first time I hadn't beaten the rabbit fairly, the second time I did, it's a very cool boss fight by the way.
The game looks and sounds great, it controls well including the abilities you unlocked during the game and the exploration is fun.
Thanks for sharing!
Bit hard to rate this one considering how much of it is still in a prototype state, but there's some good ideas here!
Character design on display is pretty cute~
Some things felt rather unintuitive, like the tree branches not being able to platform on. Not sure if they're supposed to be or not? If not I'd consider outlining them with the darker shade of brown on the tree, and/or just raising them higher up on the map in general so they can't feasibly be reached. The skunk enemy also seemed very chill and didn't move, so I assumed it was an NPC I could talk to until they did damage to me, maybe they're supposed to be but got changed in the time crunch?
On my first playthrough I just used the AK at first since I thought that was maybe how you were supposed to attack after messing around with the controls, as a debug tool it's maybe a bit too accessible, to the point it just seems part of the expected control scheme. After taking down the bunny I thought 'oh, maybe I wasn't supposed to be able to attack yet'
I did beat the game after without it, and it went well despite some hiccups. The bunny boss was well made, the attack pattern and telegraphs provided a good challenge while feeling fair.
I still don't fully get how you're supposed to go to the right area without taking damage. Maybe bouncing on a frog or mouse enemy? Or maybe the aforementioned branches were meant to be jumped on. If it was the former, then the lack of a screen transition nearby to reset the enemies makes it a bit troublesome. I just ended up damage boosting, seemed like the best course of action, which isn't a great feeling as a player when you're not sure there is an expected alternative.
The pickup/climb ability was cool! I liked throwing stuff about and bouncing it to do damage to enemies, and the apples healing you but also being able to be grabbed and thrown if you were at full health already was a nice touch. I noticed you can platform on them, so maybe you're supposed to use that to get across the spikes on the way back? If so it's a bit rough since it's rng whether the mouse drops it, and the jump is very precise.
Took me a little while to figure out what the climb ability did (I thought maybe it was what allowed you to jump on those branches, but it was not) Turned out to be a wall jump, which worked fine once I knew it was that. Some indication when jumping against walls either animation wise or slowing the player's descent when pushed against them would make it more clear, but I assume this was just a time constraint thing. Never enough time to add everything you want, the way you'd like it to be, in a jam setting ^^;
The map screen and transition effect look great! Not sure if the NES can do it in that kind of motion but seemed to be emulating a mix of tile swap and screen scrolling, very interesting for sure, and the character art here is lovely too. The icons for the various power ups look great and I can imagine the sun changes to the moon or something later, though I haven't had the timer tick down enough to tell. Presumably it will at some point if it doesn't already, which is just a very nice extra bit of detailing.
There's a solid and charming game that could come out of this for sure, best of luck if you continue with it o/
first off, thank you so much for sharing your detailed experience and all the nice critique you gave to our lil game!
second, my original intention with this game is to be very difficult and cryptic platformer (akin to hebereke/uforia), having players figure stuff out on there own for the most part and it's why i didn't really add any kind of instructions to the description. however, a lot of the clues/dialogue that told you how new abilities worked weren't added in in this version due to time constraints.
for the part on the right of the map, you are supposed beat the rabbit to unlock the ability to stomp on heads and then stomp on enemy heads to progress further (i wanted to lock out anyone who doesn't have the ability to progress further).
picking up objects and being able to platform on them was intentional and you could choose to jump on the enemies to get back to the middle of the map or use the items to platform over them.
yeah i really wanted to do a proper cling onto a wall and climb like knuckles mechanic, but again we couldn't add it with the time i had. so we just kept in the temporary wall jump we had already.
again, thank you for playing and giving your thoughts on it. we hope to regroup at some point and make this a proper game with the fleshed out mechanics that were missed in this jam AND adding a bigger map, more abilities, and just more stuff.
the ak-47 def got me XD if we exclude the jokes and all that stuff the game def has really good art and music, now i didn't know how to get out of the underground (the caves part) since my jump wasn't high enough to reach the bounce pad :') but the idea and the concepts are pretty fire, you could've added text boxes like someone mentioned to let the player know about the moves etc, now you can either make it a more serious game or you can keep the crazy funny charm and roll with it lmao, but nevertheless a really funny and cool game :)
also if you got some free time maybe you can try my game and drop your feedback on it ;)
Funny gags and genuinely great art and music. I enjoyed the gameplay too although I was stuck in the beginning area for a while until I figured out how to use the gun. I think maybe a text box telling players how to use that would be helpful since you have to press a button and a direction on the d-pad simultaneously. Overall great work!
oh yeah the gun was supposed to be a secret debug tool, not an intended mechanic
I didnt really hide it well tho... 🐇
carcrash.gif made me giggle. lets just pretend the NES could render that
(loved the music and there's some very fun ideas here! great work)
I liked the AK 47
5 stars 10/10 IGN GOTY
No, really, NES feel is nailed, gameplay is really good and audio is great! Loved it!
Loved the art and gameplay. I was bopping to the music, too. []~( ̄▽ ̄)~*
This was a really cool demo. I especially like the amount of flair and polish on the features that are implemented, though I do think your page could do with a description of those features. Art is great, game feel is great, audio is great, but I'm docking points for NES feel because of the modern prototype feel, as well as a few... certain features... which, while fun in their own way, obviously don't match the theme of the NES. But I highly recommend anyone considering this game discover what those are themselves, and then give the rest of the game a chance.