Astromike by mikea

https://www.youtube.com/watch?v=b30id6bcWQk
"Mike, I advise you to not get close to that…"
"Why? Looks harmless to me… Woooooaaahhhh… Its pulling us in!! Hang on!! I'm… trying to.. not.. craaaaaash!!"
KABOOM Beep, Boop
"Mike? Mike!?? Can you ear me? I know I can definitely talk to you, I can sense you on my radar. Please wake up and find me!"
And so Mike journey's began! Its objective, try to find what the hell caused him to crash-land on this filthy planet, recover its ship and Core AI, so he can go home.



* How To Play * Best played with Gamepad - ASDW / Arrow Keys / Joystick to Move - CTRL / Click / A to Shoot - Esc / B to Pause / Quit
* Download Links * Latest Version with Bug Fixes on Keyboard Controls
- Itch.io: https://mikea15.itch.io/astromike
* Updates *
Version 1.2.1:
- Fix camera rotation, so controls are easier to understand.
Version 1.2:
- Fix keyboard input.
- Fix small misplaced tiles.
Updates were purely to make it more enjoyable, I was seeing people raging about the controls. It does not change gameplay or adds features, so those are within the rules for the Jam I think. Enjoy
* Credits * - 3D, Animation by Marco Vale https://twitter.com/MarcoValeKaz - Design, Programming by Michael Adaixo https://twitter.com/MichaelAdaixo - Music "Controlled Chaos - no percussion" Kevin MacLeod (incompetech.com)
| Original URL | https://ldjam.com/events/ludum-dare/38/astromike |
Ratings
| Overall | 88th | 3.94⭐ | 52🧑⚖️ |
| Fun | 158th | 3.6⭐ | 52🧑⚖️ |
| Innovation | 432th | 3.04⭐ | 52🧑⚖️ |
| Theme | 637th | 2.8⭐ | 52🧑⚖️ |
| Graphics | 30th | 4.62⭐ | 52🧑⚖️ |
| Humor | 515th | 2.233⭐ | 45🧑⚖️ |
| Mood | 55th | 4.06⭐ | 52🧑⚖️ |
| Given | 93🗳️ | 44🗨️ |
Thanks for playing :)
But overall fantastic fun gameplay paired with a really great atmosphere!
There was one thing with the last level. Dying felt unfair because the projectiles were fired from off-screen locations. I had no chance to react and dying a few times actually didn't feel good. The last level in particular felt like it was too long and unfair because of it.
That is pretty much the only negative point I have. Game design, as mentioned already, was great. You introduced game mechanics in the right pace and order, everything was clear and it never got boring and was fun - well, until the last level.
The only reason I can't give overall 5 stars is because I usually play and judge the first jam/compo versions only. You are already on version 1.2.1 and didn't keep the original version up, so I simply don't know what is different and how much fun the original version was.
Anyway, a great entry nonetheless.
I'll see if the windows build works in linux :D
The graphics and music are impressive. The gameplay is fun but I'd like the character to move a little bit faster :P
@dennyrocketdev Thank you for your kind words. I've updated the game to 1.2 within the 72h time-frame. Although after watching people play, I noticed they had trouble with controls, so the 1.2.1 version is an updated camera angle, so it's clearer which direction you're heading.
The last level was meant to give a bigger challenge, and I had less time to think of the layout, it was done in the last hour of the 48h compo. I know those turrets can't be seen. It's a bad design from my part. Hopefully, it didn't ruin your experience much.
@earthcollapse Thanks for playing, Hitman GO / Lara Croft GO where my main inspiration for this. :)
@rombus Thank you for playing !! Glad it works on Linux, I assume with Wine?
Thank you all for playing :)
I'm glad you liked it! I've assembled everything with tiles, yes, and manually placed them. They come prepared with nodes, for navigation. I have a plugin to help me place game objects within a grid system ( ProGrids ), but Unity has it's own snapping system too.
Yes, I know there is no ending, there was no time for that, and I like games with no textual information.
If enough people like the game, I might make plans to turn this into a full release. For now, I'll probably release a few more levels. Follow the game on itch.io if you want to get the update, sometime this month. ;)
Only gripe is that it doesn't seem the fit the theme at all, but is a great LD entry nonetheless!
Again, excellent work by Marco Vale. For 3 days time that is amazing work. :thumbsup:
Finally, I would opt out of the "humor" category as it does not really seem to apply to this game.
The background music/atmospheric sounds were also top notch, giving it that eerie feel while playing. A bit of story surrounding who I am, and where I am... and why, would really turn this into a true gem. (Just realized there was a bit of story on the game page - but none in the game... unless I missed it)
Fantastic work!
Cheers
My only complaints/suggestions are about the design. Camera feels from start to be sometimes in “wrong place”. Character is positioned oddly on screen, too near on edge. Is it necessary to move camera every time player moves, this makes playing really jerky.
I see the strong inspiration you had from the Go trilogy. Maybe your game would have benefited staying true the original controls as the action part doesn’t really give anything new to the game, and takes away lot of the puzzleness the Go games have.
I think that because of the perspective, the controls are not so intuitive, I died a lot of time because that, maybe with mouse click could be better.
I didn't like the animation of the character, you guys should give a try to Mixamo, it's free! I used in my game.
Well, this is a really good game, and very well done. Good job guys!
Please, give a try to my game too! https://ldjam.com/events/ludum-dare/38/the-microns
The levels are great, it's just that a smaller pause between steps would be better so it feels more fluid.
Also, I thought not to rate humor as there is none, but when I slid the dead guy around it was hillarious so I changed my mind :) I guess you forgot to prevent movement when dead, but this became an emergent play :smile:
Good luck!
https://www.youtube.com/watch?v=vVqPS9hBhlk
The puzzles themselves were fine, but most of the challenge came from the timed pieces which often felt hard just because of the slightly twitchy character movement. I think the problem stems from having to wait until Mike stops moving before the next key will register, which means sometimes you feel like you can hit a move before you can, and then end up hitting it too late or twice in a row. Just a little tweak there would make the gamefeel a lot nicer.
Other than that, very nice entry!