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Barnard's Loop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #10 | 3.518 | 3.889 |
| Visuals | #11 | 4.020 | 4.444 |
| Originality | #12 | 3.819 | 4.222 |
| Overall | #21 | 3.417 | 3.778 |
| Fun Factor | #26 | 3.015 | 3.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
Team
Did you use any third party assets?
no
Did you choose from one (or more) optional secondary themes?
no
Does your game contain any 18+ content?
no
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Comments
Great visuals, audio, and overall atmosphere! I really felt alone out there. Couldn’t finish on the first try, due to me playing this game on a 10-year old i3 laptop (lag), but I’ll come back here on a more performant laptop later! Definitely worth checking this game out.
Love the atmosphere and the intro, had some problem with game lag
Nice and strong atmosphere between the art, audio and movement. The controls took some getting used to lol, but they did a good job of conveying the setting as well.
Nice work on the SFX, it seems like it seems like all of the bases were covered and the actual sounds were satisfying, especially pressing E I found. The ambience definitely put me on edge. The music in the hub area provided just enough grounding to break up the game loop well, without taking the player out of the same world. Great job!
I know the game was only supposed to be a 30 minute playthrough, but I took some time just wandering around admiring the dead industrial towers floating against the backdrop of space. I freaked out the first time I fell by accident but realized that was actually the intended traversal method lol. I was a little confused once I found out that space/shift were used to move vertically, but that you could fall... of course, it made it way simpler trying to go around gathering items without them floating around in midair. I'm not sure what other solution there would have been, so I'm going to assume it was the singularity core pulling me down. I never played Hardspace: Shipbreaker, but I understand the employer has similar policies... Nice work on this game!
I forgot to mention the premise and game loop too - despite the tense atmosphere, it was also a relaxing, simple but engaging game loop nested in good storytelling. I can easily recall how I felt playing it 24 hours later, and I'm sure the feeling will stick with me for awhile. Impressive for a jam game. And it also seems to set itself up well for expansion - not just due to the ending but the atmosphere and game loop, too. (And I never mentioned the model of the vehicle either - I thought this, as well as the vfx? that accompanied its locomotion, and as well as its texture (and the great textures in general) was all very well-done)
I love the atmosphere you did, there's a work on textures, physics (I like it), a good introduction too, on a matter of pure story telling it's, great. Tho I think it would be wiser to release it on PC, it's kinda laggy on web. Otherwise even if I kinda got the objective (which's obvious enough, just collecting boxes) I got lost in this thing, assembled lots of space garbage on the spawn place but had no idea what do to next (even by checking controls several times) and for some reason I respawned on the basis and it kinda changed, I had no idea if there was some progression or not, but I think you can definelty deal with it ! keep going with this thing, you did a great job, it's worth improving it.
Impressive Space trucking game !
The presentation is incredible, even the attention to detail of putting in cinematics for the intro and drop / return sequences i can only say bravo !
Though the game seems to be quite demanding performance wise, the web version would just freeze after the intro for me so i played the download build which was better but i had to put the graphics slider to 0
But i gotta say you’ve nailed the feeling of Zero G movement, the little mech hauler really feels like it’s moving in the void of space with proper inertia and all. I also really like its design, and the detail of having every bit of collected cargo whowing up on the models was the best aspect to me ^^
I just felt that the goals and how you’re supposed to retrieve the cargo to gain scrap and progress wasn’t all that well conveyed in the game so it took me a while to figure out how i was supposed to do all that :/
But that’s about the only issues i’ve had, the rest is really cool, cograts to you all :)
That was incredibly well made! I had a lot of fun and sunk like 30 mins into it until the game crashed lol.
I was on the 4th or 5th floor (my first time finding red fuel tanks) and I was fully loaded with cargo when I went to breach a door but I bumped into the elevated platform behind me as I was backing up, and I got pushed into the breach charge. Last time it happened to me I just took damage, but I didn’t have so much cargo loaded. Maybe the amount of cargo was what led to the crash.
Either way, I had a lot of fun with this game. The mech/cargo loader both looks and feels really cool to control. I love how you can see the cargo loaded onto the actual character like in Death Stranding. The combat mechanic of launching cargo is a natural good design since it makes you wary of what item you’re about to fling into the void. The sheer abundance of resources made that not a big deal, but with some balancing it could be a really effective risk/reward system.
The intro cutscene was dope, and the environment art, while simple and repetitive, still did a great job of creating a very creepy and oppressive vibe, especially with the ambient background noises and various sfx from the mech and enemies.
One critique is that the black hole portal effect, while awesome to look at, was very disorienting when I first started the game since you spawn right in front of it. I was trying to figure out what I was looking at, and then suddenly the camera switches view to the teleporting scene, and then I spawned in a completely different map. Made me think the game was broken right from the start.
This is an extremely impressive amount of polish and gameplay for a jam game.
Great work!
Thank you for playing and giving us feed back :) it's always useful for us for learning purpose.
I'm not the head programmer but I'm guessing the charge must have had too strong of a velocity change which causes the player and all their loot to freak out. It's defiantly a bug we want to fix should continue on building the project after the jam.
We are really glad you enjoy the art and atmosphere we really tried to portrayed within the game!
Ok this game is simultaneously really fucking cool, one of my favorite so far-- but also completely opaque and I have no idea what I'm supposed to be doing.
The graphics, right off the bat are stunning! The space colony looks gorgeous and the lighting/contrast/colors looks so good and rich. The model and texture work across the project is great, this is easily one of the best looking games I've seen in the jam this far.
Controls are okay, but some things are not explained or functional? R seemed to do nothing, placing charges did nothing. The environment itself is cool and mysterious and vibey, but I am in deep space no? Why is there gravity?? it felt quite odd to me. I just wandered around the structure throwing boxes at turrets before dropping to a lower level. Down there I found some mysterious looking machines but they seemed to do nothing.
Is there some sort of extraction mechanic? is there an exit I am meant to be heading for? I love that you guys had the intro cutscene but I think some additional information would be helpful for the player.
edit: btw I first tried playing on web but the experience was not good. I'm on a macbook air M4 currently, and there were really bad hangtimes and after I first just fell off the level it took forever to respawn me then on a refresh it wouldn't load at all. downloaded version worked much better though!
Hello thank you for playing and giving proper insight :) Soon after seeing your comments we gave more insight we gave more information/hints in the game description. Originally we wanted to make a proper tutorial with the voice from the intro, but we ran out of time.
To answer the gravity part, the location is a spinning space station. gravity does not exist in the center axle but it does further out. This is the case with real space station that uses artificial gravity.
As for escape, there is a teleporter on each of the floor that you can freely teleport back to base with all of your loot, there is an emergency teleporter, but it only teleports the player and nothing else. The end goal is to find the "interesting something" the intro narrator mentioned.