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Distant Planet's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #71 | 2.510 | 3.000 |
| Execution | #85 | 1.912 | 2.286 |
| Enjoyment | #87 | 2.032 | 2.429 |
| Metroidvania | #91 | 1.673 | 2.000 |
| Overall | #91 | 1.912 | 2.286 |
| Sensory | #101 | 1.434 | 1.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
I chose *Controlled* and *Side Effects*. This is implemented with the game's abilities. These abilities have certain downsides, but you can turn them on or off so you have control when you're affected by them.
Team/Developer
Edmanbsoch
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Comments
Not a whole lot here to review, it's a functional enough prototype I suppose. Hard to critique a lot of it since it's clearly just a result of being a bit of a last minute prototype submission. I did find the base movement speed to be too high to feel controllable with the asteroids style controls, which made the laser's slowdown feel actively preferable to the base movement - combined with the laser attack being vastly more powerful and easy to use than the kind of awkward base shots and it felt like a massive upgrade that I never had any desire to turn off.
In general I found the downsides of the abilities to be a bit uninteresting - they feel kind of tacked on, and never really tied into how the upgrade actually works. Considering the laser's able to be held down, maybe it should've been the one to get the lower turn speed so that you can't sweep it around as easily?
i wasn't such a big fan of the movement as it was kinda hard to navigate, but thats probable a preference thing. you implemented the theme well and the combat felt cool
Pretty fun little demo! The graphics were definitely very simple and the tank controls took a bit of getting used to, but overall it worked pretty well. The laser was definitely the more fun weapon to use - swinging it around to swipe enemies almost felt like a bit of a physics-based melee combat simulator. I actually found it easier to play with both abilities turned on, since the slower player was easier to control (and it was easier to hit things with the laser). Good job!
It was very short. Honestly, it kinda left me wanting a bit more as the end kidna snuck up on me. The power ups being toggleable are neat and the power ups themselves are cool, if a little underutilized due to the small maps. I found the heat protection side effect to be really useful, actually, and not much of a downside. The slower turning felt much more comfortable to me and it even paired well with the booster to allow me to zip around the last area at a comfortable pace without feeling like I'm slipping on ice. I don't know if that was intended, but I liked how they played with each other to turn two downsides into a fun interaction. It was cool. Good work on releasing this.
I enjoyed the game as far as I was able to play but it kept crashing!
Not surprising, I kinda developed most of the game within the last day of the deadline and didn't spend a lot of time to ensure everything worked. When did the crash happen, if I may ask?
I liked the movement, drifting around enemies was fun