FoonLudum Dare ExplorerLD33 → Celeste

Celeste

By miziziziz

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CategoryRankScoreCount
Mood2483.32
Innovation3813.14
Fun3813.14
Audio3882.90
Graphics5332.95
Overall6322.95
Theme8972.25
Coolness171337

Comments

franklins-ghost 2015-08-24 09:17

The movement of this is so awesome. Loved just flying around doing tricks especially since I pretty much sucked at the dogfighting aspect. Will be coming back to practice some more though. Minimalist art worked so well with the music.

selftitled 2015-08-24 11:03

+ Loved the movement I also sucked at the dog fighting aspect lol
+ Music

- Maybe a little difficult
- No sfx, found myself saying pew pew pew.

designernap 2015-08-24 11:32

Very well written and fun dialogue. The game is very hard and I didn't manage to get a single hit, but afterwards I kinda thought that might have been the point. Which I liked. :)

vdz 2015-08-24 18:24

I will have to disagree with the players who liked the movement. It feels very chaotic and hard to control. Although the sense of speed is great, I can't say I ever felt really felt in control; I can tell it roughly where to head towards, but actually moving the way you want seems impossible.

The dogfighting aspect feels unimpressive and unbalanced. It plays way too fast; by the time you see where to aim the fight is already over. The fact that the moments you're actually close enough to really fight are so short (and you simply can't see your enemy outside of those moments) and the lack of sound effects (pew pew pew, the sound of your ship flying and the sound of the incoming enemy ship would be great to hear*) don't do it any favors either. Firing is effective only at close range, and the specific range depends on your movement, giving a huge edge to ships moving backwards (as you're firing long-range against a ship that can only fire short-range).

I did like the graphical style. In contrast, the music got repetitive rather quickly.

* (I realize there is no sound in space, but surely your ship's instruments would at least give sounds to indicate these things? For example, in World of Warships you obviously can't hear the torpedoes moving towards your ship, but the sonar ping still gives an unrivaled sense of impending dread.)

miziziziz 2015-08-25 01:17

Thanks for the feedback everyone!
Lack of sound effects was mostly due to time restrictions (though laziness was a factor).

Apologies for the overdone movement speed; towards the final hours I jacked up the enemy movement speed and acceleration rate by a ton and added a bunch of extra code to the AI to make it a lot harder to fight. It was a lot easier to manage dogfighting before then as the enemy tended to stay on the screen a lot more.
I'll probably make a postjam version and change it back (or maybe even just change the original as I believe the rules allow for that kind of thing).

I also had an interesting mechanic that was like a space grappling hook that let you change directions quickly, but dropped it for the sake of simplicity. Code's still there in the source if anyone wants to try it, just uncomment the bit in the PlayerInput script under if(Fire2).

vdz 2015-08-25 02:18

>I'll probably make a postjam version and change it back (or maybe even just change the original as I believe the rules allow for that kind of thing).

Balance changes aren't allowed, only bug fixes and other accidental stuff. (Basically: It's not something that broke unexpectedly, it's a decision you'd make differently now that you have playtest information.) Many games would be better if only the creator had more time to playtest, but such are the limits of 48 hour games.

miziziziz 2015-08-25 15:16

Alrighty, well the easier version is available separately on the gamejolt page. I'll make to sure to specify it as postjam.

kmiitz 2015-08-26 21:03

The gameplay is really awesome...! And really liked the overall atmosphere. The concept could be used to make a really good game. Keep working on it!

Not at all in the theme however ;-)

moist 2015-08-26 22:15

As previous commenters mentioned, the fighting aspect is hard to control. Flying around at high speed and shooting feels great (and the explosion effect is awesome) but I simply couldn't hit the opponent. Maybe you could increase the damage radius of the missiles? Or make the ships slightly bigger?
I really liked the overall feel and aesthetics though. The minimalistic graphics fit the space theme very well. And flying around is a lot of fun on it's own, so good job on that.

Also, you had troubles running my game - I believe I've managed to fix that (you won't see the night effect though):
http://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=16352
I'm sorry for mentioning it here, but I couldn't find any other way to contact you. Cheers! :)

louspirit 2015-09-01 17:06

This is very enjoyable! I would like to fly like with this style in a cave or something. I was playing with headphones and the music is great! But I havent felt the theme.

3cgames 2015-09-01 17:36

Cool feeling to this one! I didn't understand how the theme came in other than the weird text boxes and there wasn't much feedback to player actions.

emptythroneteam 2015-09-09 19:52

Hugely innovative! Well done!

manimal 2015-09-10 19:15

Its fun to fly the ship. Why are you not add side movements too?

hotboxgames 2015-09-10 21:59

Awesome graphics! Very stylish.
The controls were amazing, really cool idea. It was very satifying to fly around the screen.
Nicely put together and a really strong entry, good job!

wuballiance 2015-09-15 00:38

Very fun, fast-paced shooter. I love the movement and shooting mechanic. The overall style is incredible, please make more of this!

quantumpotato 2015-09-22 15:41

Help I get "this app cannot be opened" on OSX.. anyone else?