Stars - Where they come from? by Tryus30
There is a star in the sky for every person who has ever lived.
But are the stars that bless us with a life...?
Or is it a person's will that makes a star be born?

Controls: - A/D to move; - Hold Space + A/D to jump in that direction; - Left Click to shoot.
Made by: - @tryus97 - Programming - @nakamavitor - Art - @yagovicctor - Art!
| Link | https://drive.google.com/file/d/1poKRu4FWTHMLLkgqEabNtdmF3UjCHinL/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/49/stars-where-they-come-from |
Ratings
| Overall | 473th | 3.721⭐ | 36🧑⚖️ |
| Fun | 673th | 3.485⭐ | 36🧑⚖️ |
| Innovation | 746th | 3.303⭐ | 35🧑⚖️ |
| Theme | 887th | 3.394⭐ | 35🧑⚖️ |
| Graphics | 227th | 4.243⭐ | 37🧑⚖️ |
| Audio | 319th | 3.719⭐ | 34🧑⚖️ |
| Humor | 650th | 3.097⭐ | 33🧑⚖️ |
| Mood | 296th | 3.838⭐ | 36🧑⚖️ |
| Given | 30🗳️ | 44🗨️ |
a little bit hard but it's fine ! good job :D
The whole experience felt very polished and unique. The weird setting, the tank controls on a 2d platformer, the baby calming mechanic. All top notch.
My only gripe is that there are some situations where the controls make it too difficult to proceed. Specifically when you're positioned right up against a wall, its hard to jump onto the platform since you can't move in the air. You either jump straight up, or into the wall with enough force to bounce you off the platform.
I don't know if the game was designed for gamepads, but with a keyboard it feels flawed. You can charge up your jump to be more precise, but you can only choose between jumping left or right. The arc is always the same even if you hold a direction + up.
I think the game would benefit from 2 dimensional inputs, or atleast some visual indication of where your jump is going to take you.
But that issue aside, I think this is a phenomenal Jam entry. You guys killed it
Anyway, cool idea and great identity overall !
Just experienced one bug, sometimes the controls goes down and I can't move or jump anymore. The shoot mechanics still works tho.
But loved the gameplay and the overall mood !
If this is a Getting Over It sort of game, then the most important difference from Getting Over It is the lava. The lava is effectively a timer, and if I don't complete the platforming objectives in time, I will lose.
I actually think that this is a pretty neat twist on the Getting Over It "genre." It adds a sort of additional dread to the gameplay, because I don't know exactly how long the level is, and when I run out of time it could mean I'm too slow by a little bit, or it could mean I'm too slow by orders of magnitude. That feeling is pretty neat.
I didn't make it past the section with the three rows of tiny blocks, as I couldn't figure out how to do the last jump, and replaying that section kind of makes my hands hurt. I think that section could be trimmed a bit for that reason--I don't think the game would lose much by making it a couple fewer jumps there, and it would hopefully be less physically difficult to get through it.
Overall, I think this is a neat take on the "unintuitive platformer" given the timer mechanic.