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A Quarantine in Luyten's Star System's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #2037 | 3.051 | 3.667 |
| Enjoyment | #5294 | 2.774 | 3.333 |
| Creativity | #5542 | 3.051 | 3.667 |
| Artwork | #9159 | 1.941 | 2.333 |
| Audio | #9284 | 1.572 | 1.889 |
Ranked from 9 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?
Your crew of astronaunts must survive the five day countdown as you wait for rescue. You must stave off the resource countdowns each crewmember has to keep them alive.
(Optional) Please credit all assets you've used
Art and music are original.
Remaining sound effects are sourced from Pixabay:
- Item pickup sound: https://pixabay.com/sound-effects/film-special-effects-click-2-107422/
- Player hit sound: https://pixabay.com/sound-effects/film-special-effects-explosion-8-bit-13-314697/
- Player death sound: https://pixabay.com/sound-effects/film-special-effects-explosion-8-bit-3-314684/
(Optional) What would you like to be called if GMTK features your game?
Spider
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Comments
Man nice job, you covered a lot of ground all by yourself and the game is way better than you imply in your description. Also that's a lot of narrative you wrote, sorry you had to grind it out at the end but your hard work paid off. Really great work, and I'm glad you submitted!
Real nice work here. Narrative is well written but is also a lot of text, people with my limited attention span will start skipping it haha. But the games idea is also super cool. Nice job
This was incredible!
The narrative and characters had me completely hooked. I've replayed the game over and over again for the past hour just to try and keep everybody alive and see all the dialog branches. The writing is genuinely great and not at all bad.
As for the gameplay loop, it's simple but very effective. All the systems at play harmonize with each other and the narrative well. It feels very layered to a point where everytime i enter a hard level out of desperation, I feel a real sense risk as i feel all my mistakes stacking up over the days, then i start to dread thinking about who i gotta let die next...
The visuals and audio are definitely the weakest points. Everything having similar saturation and shape made distinguishing between foe and pickup item quite difficult when you're panicking, which does add to the sense of danger but it also feels like a design flaw. I think some simple font changes, a CRT "sci-fi" ish filter over the screen, some ambience sounds, actual designs for enemies instead of primitive shapes and character portraits would greatly benefit the game.
I hope you take this game further or continue making games! I will be watching your career with great interest.
Don´t vote yourself down, really don´t! Why? Because you´ve made a really great game even in such a small time and with nearly no experience at all.
What you have done is good... Ok I´ll really take some time to give you my best advies for making more games because good advices are the ones that kept me going. They always seemed like someone cared and that gave me a good feeling. I hope my comment can be such a good advice for you, too.
For future games:
You try to create atmosphere only with the text, but there are many ways like the sound when you get hit (I think you had that in the game, sry it´s really late, brain is foggy). Do more of that, create the story with sound and art and other stuff.
What else? I love that I can choose between different difficulities and yes, hard is really hard, that´s cool. That this choice has to be made every time is incredible, too. So i can sneak for good resources after some time even if I get hit too much when only playing hard mode :)
Most important: Please make a fullscreen-.button on your game. It´s... small when it is not fullscreen :D
Dunno how much you have playtestet or others playtestet it for you but it´s something that is still a problem of mine: Playtest it as much as possible. Not only to find errors but although to find new ideas, have fun, ...
For the art: Don´t make every color have such a big satuation, please. Dunno if it´s something with my eyes but when that would´ve been in fullscreen holy shit my eyes would have had a bad time :D
What I love, too is: You cared about the description of your game and you´ve made it beautifully. Small hint: When you click on your game you land on the game´s page. On that page you can click on "edit theme" on a bar on top of the page. Using that makes it even more eye-catching.
The text itself is cool, but make it a liiiiiittle less at the beginning maybe. Shorter text can be catchy, long text can be boring . In a game. But thats my personal opinion.
All of this is only a personal advice to maybe help you get better at making games and/or believe more in yourself. I don´t design games as a job, just in my freetime and except for a small, small knowledge in drawing which I have from youtube like all my other skills, I have nothing that prooves that what I say is a good advice. I just tried, like you did with you game.
Have a nice day and go on making games :)
real ambitious good work! The art style is also very readable.