Kuiper Space Rescue by Saering

Find your way through an asteroid belt to repair damaged satellites.
Be careful, you can only count on your radar to detect imminent collisions!

Controls 🚀
WASD / Arrows / Left stick - Move
Escape / Menu (gamepad) - Pause/resume
M / D-pad down - Mute game audio
F / D-pad up - Toggle fullscreen
Credits 👩🚀
Iris Pecquet
Eloïse Zirotti
Maxence Delacroix
Robin Six
Music by Kevin Mac Leod
Sounds by Samuel F. Johanns and Freesound Community.

Thank you for playing!
:tools: Game rendering breakdown
:warning: You may encounter lags on the web version. Desktop builds should run way more smoothly. Sorry for the inconvenience!
Ratings
| Overall | 95th | 4.047⭐ | 55🧑⚖️ |
| Fun | 313th | 3.538⭐ | 55🧑⚖️ |
| Innovation | 432th | 3.377⭐ | 55🧑⚖️ |
| Theme | 81th | 4.321⭐ | 55🧑⚖️ |
| Graphics | 34th | 4.594⭐ | 55🧑⚖️ |
| Mood | 118th | 4.173⭐ | 54🧑⚖️ |
| Given | 29🗳️ | 51🗨️ |
The musical atmosphere is perfect, and the vintage CRT monitor look is spot-on, too.
I'm bookmarking this so I can come back and vote when voting opens.
The music is a bop, very groovy! In terms ouf SE, though, I found the sound with which the ship moves quite grating :(
The animations are great, even dying and failing the mission feels somehow satisfying due to a gorgeous animation :D
It's quite hard finding your way "in the dark", so to say, but fits the theme well. Overall, the design - visuals, animations, UI - is my favourite part! <3
The game is quite challenging but probably one of the best entries I've seen until now. Great work!
Could maybe use some tweaking to encourage the player to take advantage of speed buffs instead of playing it safe.
Overall a really well made entry.
Thanks everyone!
Really glad you enjoyed the game aesthetics and mood! It's obviously something we put the emphasis on, so I'm very happy it's paying off.
We initially thought of adding moving or rotation asteroids in the game to make it more challenging, which could also make the speed boost a bit more convenient than it is right now, but seeing that some people find the game difficult already, I'd say it's a good thing we did not implement that :sweat_smile:
A little disappointed that there aren't any lives to collect because you crash quite often since you saw a timer, and so the speed bonus feels like a slight penalty cause you want to be gentle
Very, very good game !
The game is indeed rather short, though we thought that's okay for a jam entry.
@j3m You're right, I've read the rules 8 years ago ( :older_man_tone2: ) and I was sure that being rated in audio was okay with premade assets, compared to compo submissions in which everything has to be done during the jam. Fixed that, thanks for pointing the mistake out!
I'd like to play more levels(
Excellent UI design and great concept. It reminded me a little of Kuru Kuru Kururin on GBA.
Nice work, congratulations
Super solid entry, great job !
Fantastic work.
Thanks everyone for the lovely comments! Know that the team are really enjoying reading all of the feedback :smile:
@ilya-kr You're not stupid, the game doesn't have any kind of tutorial so the feeling of not knowing what to do is not that surprising imho. Thanks for playing though!
It was nice to groove with my engine as a part of the soundtrack =)
Thank you all very much for playing and commenting :)
Clearly marked mission progress and a helpful direction marker for the nearest satellite made it feel pretty easy, but that's good - it feels way better to have the challenge be navigating the obstacle course rather than just getting lost in it trying to locate the target.
Audio side is pretty good as well, but I'd agree on the note about the engine noise - it is a bit too grating, especially since it is quite crackly. The rest of the sounds felt pretty good and fitting for the general atmosphere. Visually, I don't have much more to add, other than the game looks simply fantastic and I love the aesthetic. ;)
The upgrades were a pretty cool idea. I did enjoy getting the increased scanning speed, it felt really appropriate (and painfully short) for the gameplay. The speed upgrade a little bit less so. There is a timer in the game, so maybe making it track the time you took from start till the final satellite is repaired and displaying it on the end screen would make the speed upgrade feel like something more fitting for those who want to complete it as quickly as possible?

Overall, it's a really great jam game. Well done!
@lcstark Thank you very much! Adding a time score at the end would indeed have been a nice addition making the speed bonus more interesting. I think we implemented such a feature because it sounded like a good idea for a game where you control a spaceship, then we realized it was not that great considering there's no need to rush, but we did not remove it for some reason, probably because it still added some gameplay content :) Definitely a legit feedback though, I totally agree!
The thing is - I wand fast! I wand crispy! I want fun!
And it got difficult not go get annoyed really quickly.
If I want to go fast, i will crash into the walls quickly - or I just go wherever the scan just is.
This is a core problem with the gameplay. either i just drive around in the radars direction or I wait until it is visible again.
I like it as a building stone - but i did not have alot of fun playing it :/ maybe I did it wrong...
Excellent work -- very well done!
@hiretsu @oscarchitect I definitely understand that the slow pace of the game isn't working for everyone. I believe that making the game more fast paced could have been interesting, though some people already found the game a bit hard and enjoyed it not being too fast so that they could beat it in a few tries which is fine for jam game imho. Balancing a jam game perfectly is not easy, as you probably know already! Don't get me wrong, I'm not saying your feedback is invalid, just giving some thoughts about it! :smile:
Thanks for playing though! Appreciate it.
The nearest satellite indicator was confused for a clock a lot. It was too late for us finding a completely new solution, so we ended up adding some flashing, but I guess that was not the perfect UX idea :sweat_smile:
My first impression of the gameplay elements was that I was supposed to collect the small circular dots and avoid the larger targets, but it turned out to be the opposite, with the dots acting as boundaries I shouldn’t cross. You might want to take a look at that if you decide to continue developing the project.
Well, there's no tutorial of any kind, so I can understand the confusion. Hopefully the visual and audio feedback are enough to understand that the dots are walls, but maybe the game could have been more clear!
At some point during the jam we thought of having no health system to make the game more challenging. I suppose we were right adding some hearts to make this kind of confusion less frustrating than it would have been with a one shot system :laughing:
Visual and audio design of this game is perfect. I can't name any flaw, except maybe ship physics being too roughly fast, but it's probably just because I've played too much of mine game where it's way slower)
Overall an excellent entry!
The gameplay was a little lacking however. Just WASD around some obstacles. Powerups were short lived and didn't help the player much.