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The Call's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Interpretation of the Theme | #12 | 4.355 | 4.355 |
| Gameplay | #17 | 3.613 | 3.613 |
| Narrative | #23 | 2.935 | 2.935 |
| Art Direction | #28 | 3.290 | 3.290 |
| Audio (Music and Sound) | #38 | 2.419 | 2.419 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Gallen (Solo)
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Comments
I agree that my brain was not expecting getting bombed by all the stuff we can build here (seriously how did you manage to put all of that in 10 days), but after figuring out things and started to get into the gameplay loop, everything is pretty simple and clear to understand, we just don't expect that much in the beginning haha. It was honestly really cool to begin building stuff and placing ourselves correctly and all, wow! I managed to win my first run after nearly running out of water xD then started to think and play differently, I forgot I was playing a jam game! I am really really impressed by what you managed to cook in that amount of time, okay I'd have expected more sounds and a little ambient music, but that's pretty much all I can say, visuals works really good too. Very cool game congrats. Had fun playing it!
Ahhhh glad to hear you enjoyed playing it! I spent the first day-and-a-half workshopping ideas, finally settled on this one, then getting a very firm concept working in my head before starting. For me that is key.
I also knew from the start this game would be very data driven, so I used a csv text database to store all the modules data. With that in place, I could add/remove modules just from the text file, change values etc and it would all update the next time the game started. Finally, I find it very difficult to make a game without art assets, so I started the jam creating the art necessary for the game, before progressing to the main gameplay systems. I also have some familiarity with godot, have used it before, and this jam learnt alot more!
I definitely could have used more time to compose some bgm - I started on it, figured out that the time could be better used balancing out the modules and pacing of the game, so the audio aspect is severely lacking. Sadly, still not enough time to do the balancing and the game can go sideways if incorrect modules are bought*.
*Giving the player every single module without progression gating is an experiment I wanted to try. Like, why not give everything available in the game at the start? Based on the comments so far, I've come to think that gating progression so players can learn how the game works is likely better.
Sorry, rambled too long haha!
Haha no worries! This is very interesting, you did cook a lot. Amazed that you also managed to do the art by yourself in that little time, I was excepting a free assets package maybe. All of what you said makes me realize how many things I still need to learn x)
Nooooo I love rambles about game dev, that's a reason why I love those jams! Thank you for the details, and congrats again! :D
The game overwhelmed me with all the mechanics, but I was able to figure out by just winging it which does show pretty good design. Still, I had a long string where I couldn't find any planets to generate water, and I wasn't clear which upgrades would be more or less significant. I ended up running out of water despite water efficiency upgrade, a water upgrade, and two full miner upgrades.
I also wish there was music and more sfx works, especially because of the simulation vibe this game has.
Overwhelming aside, it's VERY impressive how much game you fitted in here. Like did you get sleep??
Ahh thanks for playing! Yeah I defo put in too many things for a game I envisioned should be winnable in around 10-15mins. Unfortunately just not enough time to balance everything so upgrades feel impactful, and the lack of music/sfx shows. Those 10 days (11 if you count the submission day lol) were very long ones for sure!
The game overwhelmed me with all the mechanics, but I was able to figure out by just winging it which does show pretty good design. Still, I had a long string where I couldn't find any planets to generate water, and I wasn't clear which upgrades would be more or less significant. I ended up running out of water despite water efficiency upgrade, a water upgrade, and two full miner upgrades.
I also wish there was music and more sfx works, especially because of the simulation vibe this game has.
Overwhelming aside, it's VERY impressive how much game you fitted in here. Like did you get sleep??
Whew, that's one very detailed game. Good job. Finished the game there while perhaps underutilising the building mechanics which seemed surprisingly in depth for a game jam game. There's a lot to like here, great work!
Thank you! I definitely overdid the building side of things and didn't have enough time to properly balance it out. Glad you found old earth!
This is a very cool game! I couldn't understand the tutorial that well, but learned how things worked by just clicking around in the normal game. I love it when games overlap various systems with each other.
Thank you!
Yeah I rushed the tutorial on the last day, wish I'd more time! For everything tbh XD
couldn't quite beat the game, but had an absolute blast regardless!! love how frantic managing your crew gets, especially with resources ticking down in real time as you're building. would honestly love to see this get fleshed out a lil more >w>
Ahhh glad to hear you had fun!
The frantic aspect wasn't planned, it appeared when I was doing all the calculations and I was like... hey! This would be a very good way to push the player forward! Sadly not enough time to balance everything out properly. Defo would like to get a more fleshed out game one day!
Don't forget to tag your game with the #furry tag!
/games/tag-furry
WOW this game is complicated… and very cool! I love the idea of a mini-city builder on a moving spacecraft. I’m impressed with all of the different building mechanics and I do love me a good space exploration game! Great work.
Thank you :3
It does have too many moving parts for a 10-15min game, didn't have enough time to balance everything >.> Shoulda gone with something simpler. Next time :3
I couldnt figure out how to conserve water, but was able to survive it seems, was fairly easy to find the signal, but was fun! Im not sure if the ice mining upgrade did much
VERY interesting game, but I wish there was a way to view my stats, such as DPS, water consumption/tick, water recycling %, and other similar things. Also, I found that it is much more efficient to simply build TV stations rather than to build more crew quarters, since the crew quarters cost so much water to run. Also, it seemed to me that building water recyclers and then building the crew quarters to fully staff them actually makes you consume significantly more water than before, which completely defeats the purpose of building them in the first place. It turned out that, once I had one 3-tile solar panel, one 1-tile railgun, one 1-tile life tank, and one 1-tile nanobot repair, the only other thing that was worth building was Jump Boosts, since it doesn't cost any resources. I just filled my ship with Jump Boosts and jumped around with my un-upgraded probes until I found the signal.
Ahhh thanks for the feedback! Yee the crew quarters were balanced pretty badly, v1.07 should address that issue (Much less water usage, and lesser cost to build, and also hold less crew - so the jump in food requirements don't go through the roof). TBH it's not balanced well atm, I over complicated the build section and didn't have time to sort everything out.
Very interesting strategy to use the jump boosts to get around XD Sounds like that module is broken XD
RE: the stats, I should add those. Defo will keep in mind if I make something similar. Many thanks!
Pretty expansive game you got going. Lot of stuff thrown at you all at once and a little hard to understand what to be building first, and unfortunately I could note sate my crew's thirst no matter how hard I tried. Good news though is I had some kick-ass hydroponic farms and my ship was looking fabulous.
yee I think I overcooked the "base building", I was aiming for a game that lasts 10-15mins tops and that building part feels too overly complicated compared to the travel/search part.
Hydroponics FTW :3