I got 960 and he got 1027 I think. I'm not bitter about it. Honest.
Airk0n
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Really good, well executed, cute graphics with the whole digital thing.
Unfortunately I died at 960 because I landed on a rotating thing which kept chipping away 20% and I couldn't do anything about it :D
So I would suggest making it so each trigger can only get you once, disables itself, probably disappears as well when it's been activated (like even if there's 3 and you get 1 of them, the other 2 should also disappear).
Really cool though, I've challenged someone to a competition, they're setting their high score rn
Really nice, charming, cosy. As Paper Shape said your real timer isn't reset (I used a stopwatch and it did indeed game over at the time the first timer would've ran out).
I like the idea of Minecraft on a timer. I like that each of the environments are different, one going downstairs, one going upstairs and being more rocky. It's a well designed level (obviously if you had more time I would say the collision map should be separate from the prefab models, because it was quite easy to get stuck on carpet of all things :D ). The sound selection was very good, the music was a bit 'static' in that it was the same level of intensity throughout, which is kinda fine, but it 'droned' on a bit.
Cool idea, I would like to see what happens when you win but I can't get there due to the timer bug.
This does give me the idea of the ship game (the one you reviewed for me thank you) to have some way of 'releasing coolant' to increase the countdown or something like that :D
Hi Mirko,
Thank you very much for the detailed feedback, for playing, and for persevering through the frustration!
So you've essentially spotted that I failed(ran out of time) on one of my original design goals, so you're completely right.
The goal was that you would die a few times figuring out how to get each of the sub-systems to be correct.
However there's nothing feedback to you that you got a sub-system working in the game I released.
Almost immediately after the Jam ended I added these lights(they also make sounds when they turn on) under the launch button that turn on when a system is complete.
So now the loop is more like:
1) Figure out how to activate each system
2) Realise that you can't do them in any order (there was meant to be more timing elements like the fuel, in this version as long as you start with fuel you're good).
3) Apply your learned knowledge of each system as well as how long they all take to get the ship going before it explodes.
Glad you got an ending. I wonder if you got the 'I wonder if they know I'm out here...' or the 'you were picked up and returned safely' ending.
I think I've rated over 20 games for the GMTK now. This is probably up there for me!. So this feedback is minor details:
When I complete a level and click retry, next time I die, I should still be able to go to the next level. I was only retrying to see the dialogue again which didn't come up.
The collision is a bit unforgiving.
I did love the little explosion, the camera panning over, the lil guy floating about. The simple art style that is consistent. Very very good and the burns fits the theme in a more creative way that what I did (I did time of course!).
Thank you, yeah agreed!
Originally I planned on having lights in the centre console that would turn on when a system is primes. So you knew you'd done one. And perhaps one of them was on to start with so when you turned it off by mistake you'd learn what the lights do.
As for time, yeah that's a balance I would definitely tweak. I was aiming for 'enough time to do the correct sequence of events, but not enough that you would be waiting around once you got it, with a bit of time to play with things.'
We actually have very similar ideas, a countdown to a disaster, you have to operate terminals to get there.
Mine was less wordy, more trial and errory :D
Good job!
https://airk0n.itch.io/self-destruct-activated
