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Forgotten Planet's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound/Music | #50 | 3.600 | 3.600 |
| Art / Graphics | #59 | 3.900 | 3.900 |
| Overall Fun | #97 | 3.400 | 3.400 |
| Controls / UI | #118 | 3.000 | 3.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
AI Assisted
If you have competed before, how has your game changed?
first time I've competed.
Genre
RPG
JRPG | CRPG | MMO| RPG
Strategy
Turn-based | Card Games | RTS | 4X
Rating
For 13+
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Comments
Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
thanks :')
Oh my god I'm so bad at this game, died 3 times in about 30 minutes ^^; Which doesn't mean I don't like it, it is actually quite addictive! First, I love pixel art so graphics are great to me. So is the music, gives a nice dark atmosphere.
A few things though:
A bit more instructions from start wouldn't go amiss to get familiar with the UI and controls.
Controls: I understand the need to the delay the player's move to allow for turning in place, but the stuttering/jittering gets a bit distracting when moving around normally. Would there be any way to ease on that?
Also, it is a nitpick, but would there be a way for the tile/frame that follows the player to actually be below the sprite instead of above?
Some bugs I encountered: Playing in English, the message about receiving damage is in Spanish (recibe daño).
Currency is called "Novatis"? But when you die (and it happened to me a few times xD) it says you've lost "Crystals" instead.
Overall good game, keep up the work!
Character can move only, unable to even interact with objects? OK, very strange for a demo. I hope it will be at least playable next time. Graphics and music are decent regardless.
I had a lot of fun with this game! I only played for a short time, but the sound design created a great sense of tension, and the combat felt really satisfying. It definitely made me want to keep playing and see more.
I played the web version, and one thing I found a little difficult was reading the font. I think a clearer and more readable font would improve the experience.
Also, I'm not sure if it was just my PC or display settings, but the game felt a bit too dark overall. It might be worth making some areas slightly brighter or adding a brightness option.
thanks for playing :)
Yes the game is dark, but when you repair the computer (Hix) it's less dark.
Maybe the game need be less dark by default, thanks for the feedback ;-)
I intentionally kept this pass to about five to ten minutes so I could reach more jam entries and give more developers feedback. That opening window is still important because players need to understand the game, its identity, and why they should keep going.
The music makes a great first impression. I love a good giant braaam and some dramatic taikos, and the selection immediately gives the game scale and atmosphere. The artwork is solid, the goal is presented well, and the game played smoothly during my session.
Hear me out, though. I know it is a roguelite, but it could still use more onboarding or a brief explanation of its systems and immediate priorities. It is 2026, everyone is busy, distracted, and probably looking at three other screens, so helping players understand the first few decisions is not a bad thing. More importantly, I am not yet seeing the central hook that separates Forgotten Planet from other turn-based roguelites. The art is good, the music is good, and the fundamentals work, but both the itch page and opening need to tell me what this game does that I cannot get somewhere else.
If you have two minutes before the next planet gets forgotten, land on BEAT BAES and trade me some field notes.
Land on BEAT BAES · Transmit field notes
I liked the overall concept, but the early game felt quite difficult for me.
The starting spaceship/area was very dark, so I had a hard time seeing what was around me. I also found some mushrooms that looked like something I could eat or interact with, but I couldn't figure out how to use them.
The first enemies also felt pretty strong when starting with almost nothing. In some of the early rooms I encountered 3–4 enemies together, and I wasn't able to clear them, so it felt difficult to get strong enough to progress.
The movement and turn-based UX reminded me a little of Crypt of the NecroDancer, with that very distinct step-by-step rhythm. Since there isn't really a musical rhythm tied to it here, though, the movement sometimes felt a little flat to me.
The atmosphere is very dark overall. The background music fits the game well, and I think people who like gloomy atmospheres will enjoy it, but combined with the dark visuals it made the game feel almost a little scary to me.
I think making the very beginning slightly brighter and easing the player into the first few fights could help a lot.
Overall, it's a basic, surprisingly solid roguelike experience with very good presentation. The graphics and especially the sound feel very polished for something this oldschool. It does actually remind me a lot of Caves (Roguelike) on Android, albeit with less equipment early on.
The only caveat I had (other than dying and not really knowing what I did wrong) is that the background music in the "Caverns of Lament" started off quiet and then gradually became painfully loud. If it had been loud all along, or if all of the game's audio were balanced to be equally loud on average, then I might have realized that I needed to turn down my headphones. As it is, I just kept pushing forward, and by the time I died, it was suddenly just BLARING into my ears loudly for no reason.
That's true, I think the music is too loud at times. Perhaps leaving it at a medium volume by default would be better. Cheers :)
You can try normalizing the audio and adjust the tracks volumes relative to each other.
I don't understand the controls.
I can move around. How do I pick up the book?
If I'm standing on the book, and I click on the book, I feel like it's only fair that I should pick up the book.
with space you can take the book and items :(
Fair enough. This is why I didn't rate yet. :D
Is there a reason you can't have, like... I don't know... space, enter, X button on an Xbox controller, and left click all do the same thing? All the different buttons somebody is likely going to randomly try when they're new and they don't know what's going on.
Better yet, make it like Caves for android, except the mouse click does what a finger tap does in that game-- clicking a tile makes you pathfind to that tile. Clicking a monster on a tile makes you pathfind to it and attack it. Clicking an item makes you pathfind to that item and pick it up. It's the easiest control system for someone on a computer. Literally the default reaction to anything in a web browser is to try and click on it.
Manage to get touch input working the same way, and now you're servicing the gut instincts of everybody browsing itch from their phones, too.
That said, I'll use space for now. See how this game is. Sorry if I missed where it said that in-game.