FoonLudum Dare ExplorerLD18 → LDSpace

LDSpace

By torquil

View on Wayback Machine

CategoryRankScoreCount
Theme983.12
Audio1062.06
Community1122.36
Overall1132.59
Fun1152.41
Humor1271.62
Innovation1422.41
Coolness1481
Graphics1521.88

Comments

skintkingle 2010-08-23 03:45

Impossibly hard. :(
Damit i've only got a score of 1! haha.
nice idea though... constant fleeing! :P

mpc174 2010-08-23 08:18

Very tough.

pdyxs 2010-08-24 01:53

Yeah, definitely tough. I like that the ship-killing leaves pellets - it meant that there was more to do than simple avoidance (as much as I'd love to be able to direct the enemies to shoot at each other, I'm simply not that good)

chainedlupine 2010-08-24 02:03

Trying to get the pellets while dodging fire and total inertial controls = very hard. :)

danik 2010-08-25 05:16

Two points make it impossibly hard:
1. The turning speed is pretty slow compared to the thrust speed.
2. It runs way too fast! It's over in a few seconds.
Those two points break the game for me. But I can see how it could be fun if you fixed them.

pokute 2010-09-02 13:29

You managed to make the handling pretty weird. It doesn't feel completely inertial.

stqn 2010-09-03 09:00

Would be nice if the instructions mentionned which keys to use. I'm getting white rectangles for the sprites, as with the previous love game I tried, but unlike the love "tank" demo (under Linux, Radeon 9700.)

stqn 2010-09-03 09:07

Ok, it looks like there is no other key than up/left/right? If so then the game is way too hard indeed. Some kind of health in order not to die on the first hit, and/or the ability to stop the ship, would help. Otherwise, good idea.

drpetter 2010-09-06 15:16

Got 33. I really love the simple and fun concept. It's like that other game where I ended up doing close dodging just to entertain myself, even though I didn't have to. In this one it's a requirement. Unfortunately it's spoiled by really strange "physics". What did you do with the acceleration/inertia? Seems like it's quantized somehow, but still smooth. Just behaves unexpectedly. Should be really simple: dx+=input, x+=dx, done. Use floats for both, or high-precision fixed point. Also, you should reduce the player's collision box or ideally use polygon/image collisions so you can do really close passes without being unfairly killed. Remove the countdown as well, it's annoying when doing multiple restarts. Almost a great game :)

scramasax 2010-09-06 16:24

Way too hard.