A postapocalyptic platformer.

Please download for Windows, Mac, or Linux for better experience if possible. Thanks!


Story:

After 1500 years, 995 keys, and more miles than their odometer can count, Junket is close to their wits end. Programmed to carry out their creator’s last wish even long after humanity’s passing, the rusted robot’s sole purpose is to find and collect 1000 keys hidden across the vast land – one that they carry out begrudgingly.

When all the keys are assembled, the intricate door will finally open, revealing what their creator left as their last message.

When they meet a stray bot named Chip who specializes in repairs and navigation, they have no choice but to accept the help of the eager, excitable new friend.


Gameplay:

Arrows
Move
SpaceJump
ShiftSpeed boost


Credits:


PhoenixEdward - programmer
DevMG - level designer
Morgan Dillon Crow - audio
v_benjamin - art
Clark - art
spawndeee - narrative design
Toucan - narrative design

Download

Download
junketandchip.zip 50 MB
Download
junketandchip.exe 59 MB
Download
junket-and_chip.x86_64 61 MB

Comments

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I enjoyed the writing. The clippy reference was funny! One issue, however, is that when it wraps to multiple lines, the text begins to move which is visually unappealing. A way to skip through the text more quickly would also be nice. Using dialog to give instructions ("How do I move, again?") was a clever detail.

Why was the bridge purple/pink? It stood out so I spent a lot of time trying to interact with it, to no avail. Edit: figured it out with the 2nd one, perhaps don't skin the first one that color?

Art is great, very smart way to create depth and scenes without excessive detail. I loved the concept of the panning camera, though a few pans were a bit too quick/far and were unpleasant to watch.

Controls feel fine. I enjoyed the shift button supercharge mechanic. It was an excellent addition - simple to use, yet provided significant gameplay change.

Overall, really liked it!

This is my opinion as a novice game designer, and it may seem rude due to its bluntness, but all I want to do is give you advice so that you and your game continue to develop.

The music is good, but does not fit into the surroundings, and we almost do not hear it for half the game. The game really needs better lighting - this is literally half of the post-apocalyptic atmosphere. Our robot has such a short jump, which makes the platforming very difficult, and it seems a little broken. When switching to speed, the robot becomes uncontrollable. It has a really big brake and I fell a few times just by that. The problem is in platforms or controls. Since you have classic flat platforms this doesn't work perfectly. And... Yes, why you make the bridges are purple? That's makes the game cheaper. And for the good tone gamedesign you needed to show the different between instability and normal bridges - player need to feel the different. Rocks and earth in the museum is a bit of a strange decision. But you still have a good cinematic effects, funny interaction between robots and, of course, Amoga Lisa. The game is funny, there is room to grow! 

The cinematics and art in this game were pretty nice. That city background really shows the setting. I wish there were a way to skip the current line, as I tend to read somewhat quickly. Overall, great mood setting