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Eye of Cygnus's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #73 | 3.236 | 4.800 |
| Controls | #79 | 2.832 | 4.200 |
| Audio | #92 | 2.832 | 4.200 |
| Overall | #108 | 2.562 | 3.800 |
| Originality | #109 | 2.832 | 4.200 |
| Theme | #115 | 2.562 | 3.800 |
| Fun | #131 | 1.888 | 2.800 |
| Accessibility | #139 | 1.753 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
5.8-beta1
Theme Interpretation
A strange signal has to be recalibrated.
Wildcards Used
Left Wildcard
The first wildcard (description pending)
Discord Username(s)
Exonaut
GWJ Participation Level
2
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
Loved the pixel shaders and silly signs. Nice work team!
Love the graphics and atmosphere! The artwork and shaders were impeccable. I've been trying to achieve something like this for a while but couldn't quite get it right. Also loved the Gargantua-like star! Really immersive! How did you come up with this idea?
Thanks!
The idea for something like this has been flying around in my head for quite some time. After making Paravore, I experimented with the Shader in 3D and that's where the rough idea started but I really went ahead to try it more proper this gamejam.
The visuals are great! I love the lighting and colors.
The movement speed felt like it was fighting against the design a bit. The areas are relatively large and dodging anomalies is really difficult. I couldn't figure out if I was going the wrong way or I just didn't understand the pattern the anomalies moved in.
Thank you for playing and the feedback!
I tried to find a decent balance where the game doesn't feel too slow but the navigation around anomalies isn't trivial either. Perhaps better indicators for the right path to take could have helped here.
This was a really interesting one. The visual style immediately stood out to me. The halftone/comic-book treatment, lighting, colors, distortion effects, terminals, and environmental art all feel like parts of the same visual language.
Probably one of my favorite-looking entries I’ve played so far.
I also liked the structure of getting assignments through the terminal and gradually watching what initially feels like a fairly normal job spiral into something much stranger. It reminded me a little of the feeling I get from games like Portal or The Stanley Parable, where simply following instructions becomes part of the experience.
The main thing I wasn’t completely clear on was how the anomalies worked.
Eventually I understood that staying inside one would hurt/kill me and that they were effectively restricting parts of the environment, but I wasn’t sure whether they were reacting to my flashlight or simply moving along predetermined paths.
If there is a relationship between the flashlight and the anomalies, I think stronger visual or audio feedback there would make that mechanic easier to learn.
Otherwise, the simple controls worked well for this kind of game, and I stayed engaged all the way through. I especially liked how quickly things started getting weird toward the end without overstaying their welcome.
Really distinctive presentation, especially for something made in nine days. Nice work.
I agree that the flashlight could use some better integration with the anomalies. I originally intended for it but the attempt didn't feel good and had to cut it for time reasons in the end.
Thank you.
Neat little interactive cosmic horror walking sim. The visuals were very punchy and held the experience very well.
Thank you :)