Skypiercer by Caladrius
Skypiercer is a wholly narrative experience that can run up to about 10-20 minutes. It may be best to skip this one if you're looking for something more short and traditionally mechanical - Ludum Dare and game jams in general are all about growth as a developer, not chasing numbers and unfortunately feedback like "Too many words" does not help us make better wordy games - we'd opt out of "Fun" if we could! This is relevant to the "Theme" score as well, as the theme exists within the text, not the mechanics
Summary
Long trapped behind the fog wall with rumours of demons and giants aplenty, you grow tired of your limited existence. Follow exciting quest markers, solve smart puzzles for smart gamers, and complete thrilling fetch quests on your way to the top of the radio tower and reveal the truth of your solitude
Skypiercer is a comedic narrative adventure game riffing beats from the film Snowpiercer and the most wonderful parts of modern AAA design in which you will solve puzzles, explore, and encounter a cast of the worst animal people you will ever meet.
Settings
Audio controls are in the main menu before you begin the game. Unfortunately to change your audio settings, you will need to reset the game.
Controls
Main game - WASD: Movement - Mouse: Look around - Space: Jump - E: Interact
Minigames - WASD: Movement - Space: Reset
Screenshots



Credits
- JobeCR - Lead QA, Additional Sounds, Philosopher
- Sotaroni - Main Menu Programmer & Sound Designer
- Odakine - Minigame Programmer
- Dragonfern - Musician & Portrait Artist
- EddieJennings - Level Designer
- Callum Craig - Technical Artist & Additional Artwork
- Rubiia - Top Floors Environment Artist & Voice Actor
- Kitkii - Middle Floor Environment Artist & Additional Artwork
- Cheepster - Character Artist
- PoliteStories - Art Director & Ground Floor Environment Artist
- Caladrius - Creative Director, Lead Programmer, Technical Designer, Writer & Additional Technical Art
| Link | https://caladrius.itch.io/skypiercer |
| Link | https://caladrius.itch.io/skypiercer |
| Original URL | https://ldjam.com/events/ludum-dare/54/skypiercer |
Ratings
| Overall | 593th | 3.548⭐ | 44🧑⚖️ |
| Fun | 765th | 3.182⭐ | 46🧑⚖️ |
| Innovation | 947th | 2.826⭐ | 45🧑⚖️ |
| Theme | 1019th | 2.833⭐ | 44🧑⚖️ |
| Graphics | 406th | 3.884⭐ | 45🧑⚖️ |
| Audio | 436th | 3.405⭐ | 44🧑⚖️ |
| Humor | 231th | 3.619⭐ | 44🧑⚖️ |
| Mood | 557th | 3.548⭐ | 44🧑⚖️ |
| Given | 74🗳️ | 69🗨️ |
The game is about following some objective markers and when you're stuck go read some text then try interacting with everything.
Gameplay is very weak.
Nice graphics and music.
Theme is absent.
Great entry!
The narrative is really interesting. Very humorous and incredibly unsettling at moments. I don't think it's too munch text perse, but it took me a while to figure out all the puzzles.
Well done overall!!
_One tiny sidenote (more of a nitpick really); personally I find it odd to ask for a donation on itch.io on a Game Jam game. As you said yourself, game jams are about the growth as a developers, a bit weird to then also ask people if they want to give you money for that_
As for the donation thing, I fully empathise with it as a nitpick and that's something we've definitely grappled with as a sizeable dev collective every jam. We landed on just leaving the default Itch settings on as a point of being hands-off with it, especially since we have a decent non-Ludum Dare following on the platform playing our games. More of an "it's available if you like what we're doing as a dev collective" thing than a "please donate". Just a means of supporting a group making games in and out of jams with no official financial channels.
I think the better question is, why don't YOU have tips open for me to pay you for the three hours I spent on Blockies?
I loved the music and the graphics of this game, they really heleped create an atmosphere and a feeling like one of those 90's games you would play as I kid but don't remember their name. The character designs were also great and the gameplay was simple but it go the job done.
Great entry overall. You can see that it takes a lot of people to create this in a weekend.
I mostly liked it but I'm genuinely not sure what to make of the AAA stuff with excessive quest markers and obnoxious HUD. I think it's supposed to be satire but it doesn't really lean into the joke enough to be humorous and more made the first floor frustrating that anything else. I think it would have been pretty hard to get lost in and having to consider my environment would've really drawn me in more as a player. As it stands it feels like you don't trust the player, which runs in the opposite direction to your preamble at the top of this page.
The mini-games were a bit clunky, but worked well to break up the walking and talking. It got good on the second level when the puzzle became more complex than 'talk to character with objective marker'. The bell puzzle could do with a bit more feedback - it isn't clear when it 'resets' if you do it wrong.
Audio was really strong all around - except for the big bells lacking impact and bass so they sound a bit impotent. Music loop was great.
Character art is top notch, it's impressive how much you were able to cram in. Overall art direction gives off a Paradise Killer meets Frog Detective vibe that works really well.
Really enjoyed this entry overall, the parts that're good are great and the parts I like less are at least very interesting to critique and have a strong direction. I'll keep a keen eye out for future entries!
Again, thanks so much for the detailed feedback. A lot to take in and learn from all this! Being compared to Paradise Killer and Frog Detective is a huge W in my book as well
(also, the bell sound was recorded on a phone, hitting a towel rack with an axe haha)
Just the right amount of text.
Second floor puzzle is too hard though; guardians' hints for the sequence are too easy to miss, and one could argue that the keys pointing "up" are really pointing down, and the ones pointing "down" are actually sideways, or maybe I'm missing some reference. Btw, I may be asking too much, but is there any particular symbolism for sword/scroll/key ?
In any case, there is no point in looking for flaws in a game like this, it would be like looking for flaws in a dream, it is just something that happens and it is whatever the hell it was. Good work.