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OMI - One More Island's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #2130 | 3.009 | 3.009 |
| Creativity | #2655 | 3.658 | 3.658 |
| Artwork | #2689 | 3.518 | 3.518 |
| Audio | #3565 | 2.974 | 2.974 |
| Enjoyment | #5486 | 2.737 | 2.737 |
Ranked from 114 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?
OMI - One More Island—is an incremental deck-building game where your ship's CORE is going to collapse at any second. Your goal is to reach an island to let it cool down before it happens. Or you can try to gain enough speed and accelerate even more. If the count comes to 0 and you are NOT safe on the ground of an island, the core is no more, and you lose.
(Optional) Please credit all assets you've used
music : Punch Deck - Spacewalk
"PUNCHDECK" https://www.youtube.com/watch?v=vcYDQTQ4gYQ
(Optional) What would you like to be called if GMTK features your game?
Rainfall on the Tent - STUDIO
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Comments
It took me a second (and a proper read of the tutorial) to really understand this game, but once I did, I had a lot of fun. I'm not super familiar with SF, but the presentation definitely reminded me of one specific game I played on the Wii as a kid (can't for the life of me remember what it's called) :) I had an unfortunate bug where the card slot worth 15 gold wasn't clickable, but it didn't bother the gameplay too much. Good job!
I love SF and deckbuilders, so that one easily caught my attention.
I'm amazed by how many different mechanics you got time to implement. It's really impressive. Some of them are maybe not balanced right now (especially card generation system), but I see how it could be improved and expanded to a full release.
Also, great job on creating a wonderful SF atmosphere!
Great game! Really solid artstyle and gamedesign. Kinda hard to understand without reading the tutorial beforehand, also encounterd some visual bugs with card floating and timer rotating, other than that - solid idea! Enjoyed playing the game
did your design intend to keep money between levels? because while it is the foundation of the games action system i just stockpiled money until i had everything and 'cruised' though your game. that being said i LOVE deck-builders and am very happy to see and play one in the countdown jam. i with i had the foresight to countdown a deck of cards and do something with that. ah well next time. great game! i hope it gets top 100.
I quite like the concept, and the artwork is really lovely.
It's just that I came across quite a few bugs...
You can move the cards without starting the engine, which messes up the card placement. You also keep your money after dying, so you can just keep trading time for money and stockpile a huge amount of it.
One thing I noticed about the gameplay is that, since not all cards regenerate at the same rate, I sometimes ended up with nothing but engine cards in my hand. That only happened when I hadn't yet understood the landing mechanic and was trying to rush through all the levels in one go, though
Nice deck-building game! :D
Okay, good concept, I like it! The tutorial on the page is really helpful
There is definitely something here. The UI did felt clumsy at times and some of the mechanics can be tinkered with but I enjoyed playing this game very much. I think I saved too much money so at the last island I just catapulted myself straight to the last island. Also great atmosphere and narrative.
Really fun and interesting concept! I hop you do make a full game out of it, I would certainly love to play it! Well done! I had a small bug at one part where the time kept going during the landing tutorial and I lost mid tutorial xD but still very good!!
Eerk'an doesn't understand my AMBITION!
Hi so this game was really good!! Massive respect on creating a card like interactive game within 4 days!!
There was a small bug I had at one instance where the tutorial was explaining that I can land the ship in the green zone/red zone part, but the time was still going and the game ended in the middle of the tutorial, vanishing the ship in the next play.
Was able to get it back by refreshing, other than that it was solid! Good Luck! ( •̀ ω •́ )✧
It was hard to understand what to do and how to play. I couldn’t understand where to press; the sound of interaction is missing.
But it looks cool.
Hi 🙌
Thanks for giving it a go anyway.
Just curious: did you read the Tutorial in the description before playing?
I do understand if you didn't, but since I made a new one since yesterday, I was wondering how helpful it was?
Truth is, I don’t have the patience. Only if it shows a play-along tutorial would I…, but hey…. that’s only me
No worries, I get it ^^
It is my job to do an intuitive game at the sart; if not, that's on me.
Have a great day!
I had a hard time to really understand how to play but once i had i dashed through all the planets without stop lmao
Very good game and very clever use of the theme!
Ho whoa! There are not that many people who were able to gain enough speed to do all of them without landing! Well done!
Glad that you like it ^^
really fun game , i think that it really polished compared to that small amount of time and the visuals are really amazing and give the vibe , keep up the good work
Thanks for finding it polished ^^' There are two major bugs (1 gameover in the first tuto + Card movement can be weird at times) that make me feel like i should have polished it far earlier in the Jam. But if you did not feel that, I'm very glad!
Very thrilled that you liked the combination of the visual and the gameplay; I did try to have some coherence there ^^
I tried replaying the game to get past it, but I can't click on the final level in the selection screen. Regardless, I have thoughts.
This game has a lot of promising ideas with the card generation, acceleration buildup, landing, and shop mechanics, but I think it needs something in the way of decision making on the player's part to give all these systems ways to shine.
The card generation system is interesting because in theory it can force you to play cards out of your hand to make room. The problem is that there's never any reason not to just play every card in your hand all the time anyway. The slow progress bars on the cards you play make it so you want to get cards loaded up early and often to get full value.
The acceleration might be a fun risk/reward system where landing the ship gets more difficult, but your time to beat the stage goes down the more speed you build up. But since you're playing every card in your hand anyway and the speed never gets up to unmanageable levels, the speed your ship moves feels less like a choice, and more like just a predetermined timer before you hit the next island, especially since speed up cards come in at a fixed rate.
The choice to land your ship or not can create interesting choices of whether or not to keep the current run going or "cash in" as it were to maintain your progress. It's just that it never felt like I had enough time to even consider going for the next island, or I had so much time it was obvious I could make it easily. There's also just not enough incentive to go for the risk of going for an extra island since speed ups are always guaranteed to come in frequently enough to get me where I'm going.
The shop mechanic completely flew under my radar for my first play through, I was able to get past level 2 my first go around without using it at all. With the checkpoints how they work, there's no reason not to just blow your first life on each stage getting a bunch of money to get all the upgrades, then respawning and having all your upgrades for free. Being able to get a couple extra seconds for money can be helpful, but in that case you either click the button or you die, so not much of a choice.
I guess my point with all this is; the player isn't given much in the way of choice in a deckbuilding game, and I think the solution is right there in the genre; I think this game needs the player to be able to influence the deck a bit, and have more varied cards. Cards that you might not want to play all the time, but are worth saving for later.
The presentation of this game is really well done, which is why I wanted to leave you with all this feedback. You clearly care a lot about this game and I want to help you make it better! The visuals are clean (though all the buttons are a bit overwhelming when first loading in), the music and sounds are nice. There's a few typos in the text but I'm sure you'd iron those out in the future. There's also some visual bugs where when cards are first spawned, they appear beneath the UI of the game, and have to be grabbed once first before you can see them dragging around.
Best of luck!
Thank you SO MUCH for your amazing, precise, honest review. It means the world to me, truly
First, I need to say: I agree with all of your points ^^
They were something I didn't get to do before the end of the Jam: the CARD TRADER SHOP.
Where you could have bought NEW cards, and so begin to influence your deck (and that is when it will earn is desckbuilding name ^^).
I think a lot of the potential of the game resided in that, because as you said, it will be with that that the players are going to choose HOW to play, and not just TRY to survive by playing everything. I did try to balance your gold to force players to not play every card that comes, since you need to pay them, but they were just not expensive enough, and so you don't have any reason to play them all as you said. So I'm gonna work on having a better balance of the economy from now on.
I did put too much on the UI at the start ^^ That's for sure, I wanted to make them appear bit by bit through the levels, but did not find the time either, so I put it all from LV1, which is a lot. Something also gave me absolutely wonderful feedback on the buttons, very detailed, and I know where to go from here to make them more readable.
You're right, I do care a lot about this game ^^. And I really wish to try to make a full game out of this. Having feedback like yours is such valuable insight for the next steps of the project. Thank you once again.
really ambitious, nice work! a lot of polish for a short jam. it's a cool concept—i'd love to see it go further, with a bigger variety of cards, cards needing to be placed in specific slots, etc etc. supports the narrative nicely too
Thank you ever so much for your kind words!
Love the idea of specific slots! That would definitely change the way you play from round to round. Thanks, I love it ^^
I can't wait to go back to the project after the Jam and to try to make this a full and cool game (I think I will try to do a demo first to see if i managed to answer all the feedback I received here during the Jam, and continue from there^^)
I really enjoyed it, I ended up playing quite a bit! The visuals are lovely and the mechanic is cool. It did feel like I wasn't getting enough time cards to sustain my run, but probably a skill issue :) Overall, nice work!
Wow i like how you made it that the guy can talk to you. Really enjoyed playing it. For the short amount of time that you polished it that well! Great game!
Ok... seemed buggy on my setup so it never ran properly at full or partial screen (probably something about how the button clicks locate to the screen window (mine had issues with that)). But here is what I could come up with from what I could get to in the main loop screen.
The art is awesome! The theme and color pallets really well serve the mood. Youve put a lot into the tutorial section (something I should learn from). I do also see what folks mean by it being confusing, which is a bit broad, and it took me a while to figure out what could make it more specific. The screen is busy, that is fine, that matches the energy you are looking for. But with that I think it needs to be clearer what is a button and what is not. You have two primary button colors Yellow and Cyan, to code for the difference resources, so color is not a clear queue of what I can click on. You are also using both circle and rectangular buttons, which helps flag the kind of action. I think what has been hard to put a finger on is that when changing color AND shape of the buttons, it gets harder to use the UI, especially if the UI is already busy. If it were a crisp starfleet ship (boring layout) you would have more flexibility in the button colors and shapes. With a dynamic interesting layout... I think the buttons could stand to more standardized to help folks through it.
... Those are my thoughts, I hope they are helpful to you. Wonderful game. Inspirational for what I should do next year in my 2nd jam.
It a nice game its bit difficult but its very polished i would like to see a post jam version of this game. Good job