Eugene From Eugene's Celestial Meltdown
Your friend Eugene from Eugene is having a meltdown in Space - help him find his way home.
A challenging precision platformer where you guide your out of control friend, Eugene.
DISCLAIMER: Eugene will fall, and he will lose progress. He's trying to see the beauty in failure. When Eugene finds his groove, the game can be beaten in under 3 minutes. Keep at it!
A Game by Bokonon(Matt Lempitsky) && Yossarian
This was our first ever game jam
Updated on 7/20: Post-Jam Release
- Addressed common feedback from the jam- namely eased up on the difficulty curve at the start of the game, and made things a bit less punishing later on.
- Added controller support! Note that due to the nature of the game, you'll probably have an easier time using a mouse to aim.
- Tweaked jump and shot collisions
- Added a highlight feature which lets you visualize where your shot will go.
- Added full screen - press F / select to toggle
Instructions
Unzip and run application file.
Controls
-WASD / Left stick to Move
-Left Mouse / Right trigger to Fire
-R to Restart
This was a game made in 48 hours for the GMTK 2020 Game Jam.
Credits
Tools:
-GameMaker Studio 2
-aseprite
-pixelator
-git & bitbucket
Fonts:
dafont.com
Sounds:
-bfxr.net
-beepbox.co
-audacity
Status | Released |
Platforms | HTML5, Windows |
Author | bokoyoss |
Genre | Platformer |
Made with | GameMaker |
Tags | 2D, Difficult, GameMaker, Game Maker's Toolkit Jam |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Click download now to get access to the following files:
Development log
- 7/20 - Post-Jam Update!Jul 21, 2020
Comments
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Hi I thought I'd try this game too! I notice I have some similar feedback to people on your jam submission page, so I'll try to give you some all-new feedback you haven't received before:
A little bit of "friction" would go a long way. I'm a floaty dude and the little jumping fellow bounces like a jellybean, and the whole experience feels very intangible.
Of course checkpoints would be nice too, but you might get something out of this article if you're not blinded by its style: https://kotaku.com/in-praise-of-sticky-friction-5558166
The way that the jump bullet is controlled and feels has this ephemeral out-of-my-control feeling that I very much do not like.
I'm also just not a big fan of needing to wait in games, like when I mess up on the stairs I really don't mind losing progress when appropriate, but the fact that I know I'll have to wait for the guy to run allll the way to the right before getting back to work really boils my bagels. But, uh, this is for sure just another personal hangup, so take it or leave it :)
Looks very cool! Will have a try and rate it soon :)