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A jam submission

Falling Star Crew: RetrievalView game page

A roguelike about using teamwork to get everyone out of a cave and off-planet in under 500 turns
Submitted by Inkspinner, rutbny (@rupurtbunny) — 6 hours, 7 minutes before the deadline
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Falling Star Crew: Retrieval's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#4654.2904.290
Creativity#6244.1614.161
Narrative#6733.6453.645
Audio#10793.5483.548
Enjoyment#13183.6773.677

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You have 500 turns to recover all of your friends across 4 different levels before you can escape, or game over

(Optional) Please credit all assets you've used
All art and music was made by us during the Jam! Sound effects were made by me before the Jam.

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted (2 edits) (+1)

I really liked the game! It was fun scoping out where you needed to go, mentally planning a route to get there, and figuring out your way back at the same time. I also liked how it makes you think ahead about which characters to send down, and when something goes wrong, whether it’s worth the risk to send another person and lose more turns, or make a detour to an item crate in the hope of finding something that could turn things around.

One thing I noticed after a couple of runs was that there didn’t really seem to be a reason to pick anyone other than Cetra at the start. He’s the only one with a reliable way back to the top, and the vine just feels way stronger than everything else. Moving along it doesn’t cost turns, multiple characters can use it, and it grows as you move, so you can even set it up in advance. It feels a bit too powerful compared to everyone else’s abilities and it’d be nice if the other characters got a little something extra to make them more worth picking.

It’d also be nice to have a bit more feedback when characters get hit offscreen, since it can be a little confusing. Maybe there could also be a more intuitive way to cycle between characters instead of clicking the portraits on the right, as sometimes I just wanted to check on the situation without dragging the camera over manually.

Other than that, the art is wonderful, and the music really paints a picture of being pressed for time (or turns). The Laboratory section was evil, it spooked me when I thought I was already finished lol :)

Developer(+1)

cetra is the easiest to grasp, though some others save a lot more time overall with more micromanagement - if you can get a rope relic on boston it's easily much better than cetra, for example, cetra does have the weakpoint of no horizontal movement (which can really set you back if he gets knocked way down) and no way to defend from long-range stuff, which means he is a great support but needs someone else to help
the jump pad on gamma is also really good at turn optimization when you have a lot of friends, it just is a lot harder to grasp.

cetra is generally pretty strong, - honestly, we didn't get to do ANY balancing at all - all the enemies and buddies are as they were when they were first implemented more or less, we implement them and then we move onto the next thing. we only fixed fatal bugs afterwards, so other than that, we never touched cetra after he was made sometime in late day 2 or early day 3

really,  we'd prefer all buddies to have support abilities that move other buddies, the fact that boston doesn't is a bit unfortunate (unless you are REALLY trying to save turns, in which case you can use bostons gun+ jumps  to knock all of your other buddies back somewhere and save like 6-8 turns at best... but maybe you don't want to shoot your friends !! )

we will take all of this into consideration in the case we decide to flesh this concept out fully, thanks for playing :)

Submitted (2 edits) (+2)

Once I understood that I had to rescue someone that I can control, and that I didn't have to go all the way down, I found the game quite interesting. On the second level I failed because I didn't realize I only had so much turns left, and also I didn't know how to attack properly. I picked Gamma since I liked how simple his building the path backwards abilities are.

I think the main thing this game lacks is interactive visual feedback. Because even when I didn't skip the tutorial and read it, I still missed the part where it says 0/2 to rescue in the portal. And when I went back from the pit to see the portal says that, I thought I missed another character somewhere at the bottom. So I don't think there's any reason to make the level bigger than it should be. Also since I already found the character, maybe there could've been an indicator, like a triangle pointing at it and says that I have found him. To ensure I don't waste time elsewhere. Plus at first the enemies attacking me made me feel hopeless as I had no seemingly simple tools to deal with them. But it seemed that I can't die from the enemies alone so I just kept eating them as I go.

Also I  didn't notice that the first level had any step limitation at first as I was wandering through the level. I understand why it was done, you didn't want the player to feel like the game was too hard and let him figure out the gameplay. But I think this could've been done with a smaller level, that is growing as time goes. Just like most puzzle games do. So as a result, me losing in the second level caught me by surprise, but unfortunately the game forced me to start all over again instead of restarting that specific level.

Very ambitious for a game jam in terms of scale, but I think the gameplay is pretty solid. If you had fixes those issues, which you probably are aware as well, I could see myself playing and exploring it more. Well done!

Developer

A lot of this are my thoughts exactly! The game was ambitious (maybe too ambitious for 4 days ahahahaha) and we put our focus into making the ENTIRE game, and to make it playable from start to finish without any major bugs. We did that! But by the end of the jam we barely had time to properly test the game, let alone add a tutorial and proper feedback to everything.

During most game jams we put way more focus into polish and feedback, making the game sparkle before even *deciding* what the scope of the game will be. This jam we went for the opposite approach, spending additional time planning and designing and properly implementing content, rather than adding particle effects and animations and sound effects to make the game *feel* intuitive to play as we went--Gamma's laser attack has ZERO feedback on it, it simply deletes everything when you activate it ahahahaha! Doing the jam this way was interesting, and I learned a lot. Given 1 more day, I believe that we would have implemented most of this comfortably!

This is good feedback, thanks for playing!

Submitted(+2)

Insanely polished and good game! It was really fun! I didn't realize for a while that I could switch crew members, so having something that indicates that you can would be my only note.

Submitted(+2)

The level of polish and art are amazing for the timeframe, and the game is already very fun!

My first instinct was dropping all the way down and I figured out after a little while that you had to come back with the buddies before looking for another one. Also some objects dont seem to work? 

Great overall project!

Developer

we assume you mean the launchpad wasn't working, the launchpad is first placed with one click, and then the destination is set with another click, most playtesters would accidentally set the launchpad destination to itself, which means nothing happens (we knew this was wrong but it was to prevent a softlock quick and dirty)

also,  every single playtester we watched went down all the way instinctually on their first run before recognizing that they needed to go back up, so that one is definitely on us too 

Thanks for playing!

Submitted(+1)

Very creative game! We're so surprise the game is so polish when there is so little days to work on. The character is also interesting. The game requires a lot of strategic skills, which is not our strongest points (sadly), and we didn't finish the game entirely. But we had fun overall ( ˶ˆᗜˆ˵ ) Wish there are some accessibility options as some of us can't see the blocks that clear with the colors being close to the background. 

Developer

oh really sorry for the colors being too dark that it was hard to see, that wasn't something we ran into during testing!
thank you for the feedback! :)

Submitted(+2)

Very cool idea and great overall polish!

Submitted(+2)

Really liked this game. So impressive that this was made in 4 days! I would have loved it if there were a more gradual learning curve to the game. It did feel like I was dropped into the deep end. Otherwise, it was fun to move around and learn the features of what this game has to offer. Great game, Congratulations!

Developer

yeah, i think sometimes the generation of the early levels can be WAY more punishing than we would have liked!
every player we watched play walked to the bottom of the pit before they realized they had to climb back up instead,  tutorialization issues like this mean unfortunately learning the game often loses the run before it's started, we would have loved to do some work to fix the comprehensional issues, but we really really crunched to make the thing possible, we just didn't manage to get the full thing up and running quick enough to thoroughly test for that kinda stuff.

thanks for playing!

Submitted(+2)

this is one of the best games i played this jam

(i like turn based games)

Submitted(+2)

Neat concept and great art design!

Submitted(+2)

i love graphics  and the concept is cool !

Submitted(+2)

Really good art style, loved the characters! Was fun switching between all the characters and using team work to get through the level. Great submission!

Submitted(+2)

Love the artstyle. I think that the idea has a ton of potential.

Submitted(+2)

This one was a lot of fun, and the art was great. All the relics are unique enough to make each of the characters feel useful, and im glad the counter is pretty forgiving, I made a lot of mistakes in the first level when i was getting used to the game but I ended with a little over 100 turns left. 

Admittedly, I think if i hadn't gotten Cetra as my second character it would have been 100x harder getting back up, I did notice some of the characters had a little worse movement options as I was progressing, but even if it could've potentially been worse, I still had a great time

Submitted (1 edit) (+2)

I love the art direction of the game, and the gameplay; a turn-based platformer isn't something you often see. It's refreshing, and I would love to see more of it! And I thought the golf-like highscore was very clever to restrain from having to kill the player when damaged, just making him lose turns by being stuck. Maybe something could be done to give more incentive to use a less turn as possible; in a bigger game, it could become your currency, I guess, or something like that.

The part where you have to go back-up was less intuitive, and on my first go through I ended up going to the bottom not understanding what to do. And some characters really felt like they were not meant to go up haha, but I still liked it.

Submitted(+3)

I really like the art style, the music, and the creativity. I do think that it is pretty unforgiving for mistakes and it can make it really frustrating if you do something incorrectly and you end up just needing to wait a few rounds for a cooldown to come back up. There were also a couple of times where I think I genuinely got in a progression blocker and had no way back up.  To me this feels like a game that would be an amazing puzzle platformer with a bit more time in the oven because you can feel the potential when you play it. I think it just needs some tuning and maybe some addition tools for navigation.

Submitted (1 edit) (+4)

Stage 2 did to me what the black plague did to little children in the 1300s

Submitted(+2)

The game was very fun, I loved the art and music and the concept is cool. It felt really good and genuinely interesting to navigate downwards. However, getting back up felt really awkward and annoying. Even having put ropes, it still was more challenging than planning around the enemies, spikes and the sort while also requiring less thinking. It was mostly just waiting for the cooldown of the abilities.

Submitted(+2)

Art style is awesome! Also the grid system is crazy to be done in only 4 days, well done!

Submitted(+2)

I really like the art style, a bit confusing at times, but otherwise fun and creative!

Submitted(+2)

Extremely Impressive for 4 days, enjoyed it so much!

Viewing comments 21 to 2 of 21 · Next page · Last page