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The Sole Surviving Sanitation Specialist of the Blue Giant's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #40 | 3.679 | 4.000 |
| Authenticity (or, Creativity in use of resolution) | #44 | 4.181 | 4.545 |
| Overall | #47 | 3.596 | 3.909 |
| Audio | #54 | 3.261 | 3.545 |
| Gameplay | #56 | 3.261 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
"Cleanup crew" --> It is essentially the entire gameplay.
Tooling
I used LittleJS which I've only used once before. Also Aseprite, which I'm mostly familiar with now.
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Comments
Love this. I did have difficulty with fully clearing rooms — the room looks squeaky clean but there's still a pixel missing from the "clean room" bar. I'm sure I just was missing a dirt pixel somewhere, but figured I'd mention it. Also there were sometimes closed chests that I couldn't open after fully cleaning them up. Is the only infinite water source the one in your starting room? I found myself going back to that one repeatedly, which got to be quite a hike.
Still: The satisfaction of taking a room from a mess of grime to *a room* is pretty dang high. Well done!
Yeah, I should find a way to make it easier to find the last dirt pixel. But also the 100%-clean reward is meant to be optional for only the truly OCD janitors.
Some of the chests are just empty and meant for decoration. I wonder how to make that more clear.
There should be an infinite water source in every couple of rooms. They do look different though; there are 4 varieties.
Ah! Okay, part of the issue I was having was not understanding that the % clean was measuring the entire screen, not just *the room interior*. As evidenced by this rogue pixel, hah. Okay, problem solved. (However, since you have lightswitches already, perhaps consider a blacklight tool?)
I saw the empty open chests, maybe just having "decor" chests be openable but empty?
And I just found an infinite water source outside the first room. Does indeed look different! My first playthrough I simply opened *all the wrong doors*, haha.
Again, excellent game. Great job on this one.
Yes, it technically looks at 7x7 blocks as the room, which usually includes some walls. I love the idea of a blacklight. That's going on the wishlist.
Feels very nice to clean a room and get rewarded. Neatly done and looks good even in this low resolution. Great job!
Love the animation of the player and spraying the dirt with the little hose was very satisfying.
I found the visuals a bit too busy so it was hard to see what I was interacting with some of the time, but I like the idea of not being able to see the levels properly before you've cleaned them. I just think the dirt and grime could use less colours to make things a bit more readable.
But overall this was a fun experience and very well made :)
And there I thought Dave Lister had it tough with his 3 million years of timeskip. :D
Anyway, when I saw "BLUE GIANT" in a logo with a suspiciously familiar style, I knew I had to check it out. I appreciate the openness about Red Dwarf being one of the sources of inspiration. :)
It is surprisingly satisfying to clean these pixels, the idea is very well executed. Just one question, is the ship procedurally generated? It seems that if I go too far, the rooms become "forgotten" and freshly generated, making it impossible to return because the place to return does not exist anymore. But maybe I am just bad at backtracking.
Glad you appreciate the Red Dwarf connection. (I wanted the time skip to actually allow a new species to evolve.)
The ship is procedural and endless, and sadly it does reset rooms at a certain distance. I didn't get a chance to implement a solution to that; didn't really think people would play long enough to notice. Thanks!
Very atmospheric. It works very well with the 64x64 limitation. At first, I was confused by the mess of different coloured pixels, but as I sprayed the room I realised that the pixel mess was the dirt, and cleaning it away revealed the crisp pixel art underneath. A very pleasing effect.
Really cool game, I love the idea, just needs a bit more fleshing out with indicators, visual clues (e.g. inventory, where to go), etc. Love it!