Infinite Planet by gaffa

This is Infinite Planet, an Infinite runner game, with the twist of being on a small planet. On your adventure around this planet you will face multiple obstacles that tries to stop you in your tracks. Remember to watch out for THE DESTROYER.

A Game done in 72 hours during the 38th Ludum Dare Gamejam, based around the theme "A small world". Made by: Gaffa (@gaffa) & DrValor (@drvalor)
Extra credits to:
- Kevin MacLeod for making the used music (http://incompetech.com)
- Juhani Junkala for making some used soundeffects (https://juhanijunkala.com)
Thanks alot for your contribution, without you the game whouldn't be what it now is!


Links
- WINDOWS BUILD: https://valorgaffa.itch.io/infinite-planet
- ANDROID BUILD: https://valorgaffa.itch.io/infinite-planet
Ratings
| Overall | 299th | 3.5⭐ | 22🧑⚖️ |
| Fun | 158th | 3.6⭐ | 22🧑⚖️ |
| Innovation | 438th | 3⭐ | 22🧑⚖️ |
| Theme | 89th | 4⭐ | 22🧑⚖️ |
| Graphics | 360th | 3.6⭐ | 22🧑⚖️ |
| Humor | 641th | 1.765⭐ | 19🧑⚖️ |
| Mood | 592th | 2.8⭐ | 22🧑⚖️ |
| Given | 29🗳️ | 10🗨️ |
One thing I did notice was that it wasn't immediately obvious what would cause a gameover, but after the first time I lost, I quickly picked up the rules of the game. The gameplay was simple enough that I didn't need a tutorial, so that's a plus. Excellent work for the time you had, didn't find any bugs other than not having a way to exit it (but maybe that was your plan ;D).
I played the windows version but I'm definitely going to put this on my phone, it's exactly the sort of thing I enjoy playing on android.
EDIT: Ported to MAC too!
Also nice aesthetic and soundscape. Although having a color-weakness I was at one point not able to see the level sadly, but I guess that's the price you pay for procedural design. :)
cheers!
@louspirit Thanks :) and yes, the game needs some balancing, to nerf the 'spam spacebar' strategy :smile:
When I start the game the character keep on running clockwise until he hit something & get stuck. When I press space a sfx that seems like jump sfx play but the character doesn't jump, still run on the ground. Other than space other buttons doesn't seem to have any response for me.
And that the wall knock back it's not a good idea i think : It's a bit special and it's bad for the gameplay.
But it's a very nice game, very fun. Good job. What is the highsocre ?
I like the minimalist art style. The character, however, doesn't fit. I think it's because he is much more detailed than the rest of the world. He could be just a square, maybe.
The gameplay is fun but could be more polished. Here's some observations:
- Using the double jump, you can pass through almost all the obstacles easily, with no precision needed.
- The fact that the spikes don't kill, only slows you, is very clever. But maybe it should be a little more punitive, pushing you back harder.
- The higher block are a buggy when you try to "climb" them.
- It would seems fairer if the game becomes more difficult by using more difficult obstacles, not by speeding up the black bar. Imagine losing the game even though you didn't make any mistake (doesn't seems fair).
Doublejump will help you to get almost through enything, eventually killing you by getting slowed by the spikes, or by just bar (The Destroyer) being too fast. The idea is cool, especially cool for embedded devices.
For me the character fits (as opposed to other posts), but yeah - in art style you will often receive critics from both sides. Music is also fitting the game - but could be getting more and more strong/fast over the gameplay (if it does, then it is probably not enough - as I didn't really notice).
Really awesome, very polished and with a great aesthetic. I'd love to see this on the mobile market: As is I could see this existing on the market, and I can only imagine what a few months of polish would bring it.
The arts really nice, and I think its really cool that the text rotates with the rest of the planet.
The music fits really well, and the sound effects, while nothing really special, do the job well.
The only thing I would have liked is more feedback. When hitting the walls, it was not always clear why I started moving in the opposite direction. Some screenshake / particles would have added a lot in that regard. It would also have been good for a nicer effect for platforms appearing. They could scale up from the planet, fade in, or something else, but they currently feel a bit sudden.
The final thing was that jumping felt a little bit inconsistent. Sometimes you could practically fly, and other times could only jump once. This seemed to be because of walls, but it was unclear when it was possible to do double or triple jumps, or if they were the result of interaction with walls at all.
Overall, fun game, and one that could easily be published as a small mobile game with some more work.
Great work!
@flo-m Thanks for your feedback! Yes, the best strategy is to just keep jumping, since the jump is really floaty and weird :p
@nightshadow0 Haha yes, we actually realized that the jump sound plays everytime you press space, and not only every time you jump as intended, but it was after we uploaded the game. That was some really sloppy programming by us, so we must appologize! The reason to why the player is kicked bakc by standing on platforms is because they are flat. We initially planned to round them a bit, but we where too lazy in the end. But thanks alot for your feedback!
I agree with pretty much all have been said : the gameplay is elegant, the visuals are great, everything is pretty polished, it's just a bit difficult to understand the effect of some jumps and contacts.
And there is some triangular birds chasing me. That's adorable.
Bravo !