April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Craemle Zone

by PsySal - 48 Hour Compo Entry


Thanks everyone for your feedback! Some have asked for more detailed instructions:


- Use Z to shoot, X to grapple
- Collect coins to unlock doors, and explore space


- The real goal is to appease the planet-gods
- Fly near to listen to what they have to say
- Grapple things, and release them near a planet to put into orbit

*** MORE HINTS ***

- It's really a matching game
- Each planet will require something specific, and then require 2 more related things
- The specific object should normally be somewhat obvious, and is usually nearby (though often one map away)
- If you think carefully, you can solve the matching puzzles but each planet typically has one item that requires lateral thinking


- Watch your score; when you have all three objects for a planet, it will be 2
- Once all planets are appeased, you can escape through the big door.

ENJOY! And thanks for playing... You can definitely beat this if you persist, there IS a proper ending.

Downloads and Links




ChrisWhitman says ...
Apr 25, 2012 @ 12:19am

Wow, this has quite a lot of content for a 48 hour game. Looks and feels very homemade, but in a good way. The voice-acting is very community-theatre, but weirdly enjoyable, and the music is hypnotic.

Unfortunately, I got a little stuck after bringing the planets everything they asked for. I tried bringing them more stuff, but nothing seemed to change what they said? Still, nice work!

Law says ...
Apr 25, 2012 @ 1:21am

There hasn't been anything said that I'd be able to address. Odd story, odd voice-acting, odd music, but all very enjoyable.

Terra says ...
Apr 25, 2012 @ 3:43am

Graphics are really beautiful. So is the music. Very good game.

LukeRissacher says ...
Apr 26, 2012 @ 2:43am

Had trouble hearing the voiceovers unfortunately with the volume of the background music, so wasn't sure what to fetch after a screen or two in. Interesting though, very distinct mood.

Ranoka says ...
Apr 28, 2012 @ 4:37pm

Nice game! It's very odd and unique, haven't seen any entries like this one. I also think it should have more attention than it's got so far.

Tom 7 says ...
Apr 28, 2012 @ 10:15pm

Wow, this is a super weird game! The graphics and music fit well together to create an uncomfortable atmosphere. Does sorta make me feel like I am going crazy...

BubuIIC says ...
Apr 28, 2012 @ 10:24pm

One or two sentences of explanaition what to do would have helped a lot. As said before, the voiceover is sometiomes difficult to understand. Nice music.

Kvisle says ...
Apr 28, 2012 @ 11:16pm

Got stuck on "Level 2" - I got 16 coins but found no way to get past the toll - or enter the closed door.

A bit trippy for my taste, but definitely pretty.

xillix says ...
Apr 29, 2012 @ 12:07am

I like the art style.

Waynetron says ...
Apr 29, 2012 @ 7:16am

I liked the rough graphics, and shooting things was fun. I wasn't sure what the aim was though, I just ended up shooting all the rocks

seagaia says ...
Apr 29, 2012 @ 9:15pm

Whoa, neat graphics and sound too. The voice acting I found to be a little scary! Quite different from other entries too, something spooky I find with the art style/music/voices etc.

demonpants says ...
May 1, 2012 @ 6:05pm

Pretty cool, but I found I was repeatedly impeded by asteroid collision bugs. When trying to go down small corridors, I would be flung back and forth until I had enough velocity to escape the confines of the level, and then I had no such slingshot to get back in. This continually kept me from completing the game.

piterlouis says ...
May 1, 2012 @ 6:16pm

So little abstract but a good game.

Benjamin says ...
May 1, 2012 @ 6:36pm

Great game, english subtitle would help, I can't understand english talking very easily :)

Several says ...
May 12, 2012 @ 8:35pm

Cheers on the audio/visual aesthetic, and curiously drunken mood! Gameplay felt a little rough, though.

Had a fair bit of trouble understanding the voiceovers (often quality & enunciation issues, sometimes competing volume with the music (admittedly my speakers are somewhat muddy, though)) and reliably triggering the phrases I wanted/needed to hear (e.g. unfortunately triggering the "thanks" instead of the "what I'd like next" or triggering the "what I'd like first" instead of the first "thanks"). Some additional/immediate visual feedback would be helpful (dialogue bubbles or ideographic thought bubbles, perhaps?). Also useful would be restricting the phrases to only salient ones, interrupting phrases on successful delivery, and perhaps triggering delivery feedback when visiting with an item in tow. Alternatively, maybe just the ability to manually skip current dialogue would be enough. (If using text/thought bubbles for each clip, perhaps the player could shoot these to skip the clip?)

I also had trouble identifying a few things visually. Again, this is a case where additional visual feedback would've helped -- a text description of whatever I picked up or was near to would've been nice.

These audio & visual intelligibility issues on top of the extra legwork (the repetition of destroying the rocks on each visit to reach the planets, of waiting through dialogue clips to hear the next one, and the slowness of movement) ended up draining my patience before I received any twos in the upper left. Perhaps I'll take another go later, though--I'm sure I'll want to return to the audiovisual experience.

mcc says ...
May 14, 2012 @ 2:03am

This was... hah, wow, this was something different.

The music was neat and creative, and the writing/voiceovers made me literally laugh out loud (not LOL, I actually laughed) multiple times. The voice acting was, I think, the best I've ever encountered in an indie game, and I guess I can only say that because so few indie games attempt voice acting, but it actually was quite good. I spent the next week walking around going "the arrk of outerr spaaace.." under my breath. I wasn't sure if the introduction and end were meant to be taken as parody or not.

The object-gathering thing was a decently neat mechanic and helped the loopy feel, though I had trouble telling what some of the objects even were. The voiceovers seemed to be misleading me sometimes about whether or not I'd satisfied conditions or if there were more conditions to be done. I'm still not really sure what the rule was for the third object, or if it even mattered what the third object was, I somehow got the game to accept what I did but I'm not sure how. I did like the fact the game never *explicitly* told me what the heck I was supposed to be doing.

My one complaint about the game was that the actual process of moving the spaceship around was not very fun, it was hard to control and felt like work. This is problematic because the later parts of the game involved a lot of trekking back and forth. That's of course the kind of thing that's hard to get right in an LD timeframe and it didn't stop me from considering this a great LD game. But if you choose to do a post-compo version I think it would elevate this game if the play control were a bit tightened up.

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