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A jam submission

The Outpost is NeedyView game page

A protogen is hired to satisfy the needs of the crew of an outpost on a newly colonised planet.
Submitted by AblativeShield (@AblativeShield) — 6 hours, 50 minutes before the deadline
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The Outpost is Needy's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic#173.9553.955
Harmony#273.4553.455
Sound#293.1823.182
Ambition#303.1823.182
Horny#303.3183.318
Overall#422.9362.936
Play#442.9092.909
Stealth#472.3642.364
Novelty#512.7732.773
Kink#552.5452.545
Narrative#691.6821.682

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Its pretty neat with some cool level design, but it really needs some instructions. You have controls listed, but it doesn't say how to actually play the game.

Submitted (1 edit) (+1)

On an Xbox controller playing via the browser under Chrome on Windows, the “south” and “east” fire buttons are exchanged relative to in-game prompts. But my inputs are shuffled totally differently relative to this Picotron Gamepad Tester thing, which doesn’t agree with either layout! Bizarre. Not sure if it’s something weird about my setup, Picotron being a moving target across its revisions, or what’s going on here…

Engine is a good start, although “jump” on dpad up doesn’t feel great on a controller. (It’s fine on a keyboard.) Best of luck developing this further if you choose to do so!

Host(+1)

what the fuck the picotron resolution is massive

everything that's here is so slick!  i spent entire minutes just cycling through my inventory.  i only wish there were more!

Submitted(+1)

The animations are really compelling and have some great momentum to them. I'd love to see where this goes, the feel of running around and harvesting modules is great. Made a mountain of them for fun

Submitted (1 edit) (+1)

Love the idea of being a service bot, of course. I'm guessing any mechanics relating to the modules besides just getting them (and them affecting your sprite) are unimplemented, but i can see the beginnings there for being able to upgrade or expand them, or to have a spare when they break like the page says. For me, my rhythm game brain took over and i instinctually did what was intended when the circle popped up, but yeah, you already know that should probably be conveyed ahead of time somehow or other.

I think this game is cute and if you do expand upon it more later i'll certainly be in favor of it!

Submitted

Love the pixel art, this game looks great. It's also sort of funny to put yourself into the first NPCs shoes, where the sexbot arrives at the outpost and immediately charges you. With the implementation of the mechanics you've described, this game could really go some places.

Submitted

Nice demo! I'm curious about what the final game would have looked like.

I had a bit of trouble understanding what to do with the white circle (I figured it out after reading the comments here). It would be nice if this were explained in-game for new players.

Submitted(+1)

It's a very promising little demo! The combination of solid platforming controls and sound effects for actions is very satisfying. The spritework is pretty and detailed. I couldn't figure out how not to disappoint the customers or if there is anything I can interact with. I like the ambient background noises in different areas, they work very well with the detailed tileset to create a strong sense of place and atmosphere!

Developer(+1)

Press Z when the circle disappears. The only other things you can interact with are modules. There's a couple on the ground in one of the rooms, and crew will drop them if you do a good job.

Submitted

I see, the modules change the character's body. I'm guessing that the players will need to match those to the preferences of different crew members. Very neat concept!

Submitted

I love the concepts in play and the graphics are well made and adorable (and a nice satisfying sound for the modules bouncing on the floor too). It is, sadly, just a tech demo at the moment, like you said, but it's a neat one.

Submitted

Woah! This looks so cool! I really wish there was more to this. I'll have to keep an eye on this if you continue working on it!

All I'll say is that (at least for me on my XBOX controller) the prompt to Swap and Grab were swapped according to the button prompts, but the Eject button appears correct.

But yeah! Good game! Love how it feels, even in this early state!~

Developer(+1)

That's weird. I tried it with my own XBox One controller, and next and eject are swapped, and interact is correct.

Guess that's just some Picotron weirdness. It is still young software. If I'm not mistaken the order for non-Nintendo controllers is south, east, west, north, but apparently Picotron is south, west, east, north? Idunno. The last two buttons don't even have names, yet, so it's just gonna have to be weird garbage until Zep sorts it out.

Submitted

That is weird. Hope they can sort that out soon.

Maybe in the meantime, it might be possible to allow the player to remap their controls if anything's weird?