The game has a nice visual polish but it takes too long to do nearly anything.
Including navigating sadly.
But I think the game has alot of potential. Flying around space in a giant ship, trying to figure out where to go and such would be cool. Expand the idea, I reckon. It's got potential.
Play game
ZELUS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameboy Soul | #20 | 4.409 | 4.409 |
| Soundtrack/SFX | #57 | 3.818 | 3.818 |
| Interpretation of the Secondary Theme | #77 | 4.000 | 4.000 |
| Graphics | #81 | 3.955 | 3.955 |
| Overall | #85 | 3.736 | 3.736 |
| Gameplay | #265 | 2.500 | 2.500 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game match the theme?
It's an unfinished space exploration sim
Comments
This game is very gameboy-ish, so much content, and the cutscenes well-made, I liked your game a lot
DAMN this is POLISHED. There is so many cutscenes, so many places to go, and lots of dialogue. Oh and the art, it was great, like really good.
My only concern is that, 1), I never really knew what I was doing, I just did stuff, and secondly, some dialogue / corridors are VERY, VERY LONG. Oh, and you might want to change the size of the forward facing helicopter, as it looks really, really weird imo.
Despite that, this game is VERY strong in terms of quality. Looking forward to see some future updates of this.
Yeah. The long stuff is meant to give a sense of scale, but without any other content to compare it to it's just long lol. Really? Huh, I'll consider it. Not really sure how to change it--tough to make it larger with the memory constraints of the Gameboy, and i don't want to shrink it down to be the same size as the sprites themselves
I like how polished it feels. I just dont like how loooong the empty corridors are, feels boring (I saw one of the characters talking about boredom, is that on purpose?), maybe shorten them a little?
I'm going to leave them intentionally long in the final game, though I am going to add some life and purpose to them with extra rooms and randomly-generated NPCs walking through them. But one of the major themes of this game (at least, initially, lol) is the vastness of space, hence the absurdly-large world map. The size of your spaceship reflects that, to highlight just how small/slow the player is in comparison to the space they're travelling through.
It feels like so much polish went into this, it's really impressive! Are you planning on finishing the game after the jam? I honestly want to see how it would have turned out
Very much! I'm working on the procedural generation system right now, and it's very promising! I'm going to implement a rudimentary version for this game, but I'm going to fully fledge it out for its own title. (Even though it could be considered its own title right now, I've changed some of the mechanics enough to warrant a complete redo, purposefully designed for procgen.)
This game for sure did one thing right, and It is nailing the GameBoy soul.
This game for sure did one thing right, and It is nailing the GameBoy soul.


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