2017-04-23 23:17
Damn thats good
Foon → Ludum Dare Explorer → LD38 → Crater Creator
By navot
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 57 | 3.94 | 52 | |
| Fun | 76 | 3.74 | 52 | |
| Innovation | 40 | 3.94 | 52 | |
| Theme | 53 | 4.05 | 52 | |
| Graphics | 206 | 3.52 | 52 | |
| Audio | 2.40 | 7 | ||
| Humor | 128 | 3.15 | 47 | |
| Mood | 301 | 3.02 | 47 |
Damn thats good
Love it, it's like a mini kerbal space program
My game is kinda similar-ish.
I loved the way the trajectories smoothly changed.
The idea for this game is super great. Both the sound effects and graphics is simple and great. For me the controls for the rocked is not super great.
So cool!
The evaluation is a bit strict though, I only missed 1 point of water and it rated my planet 41% T_T
The art style and mood were great. The planet growing up in size was really cool, I'm still in the middle of trying to see if I can fill the whole screen with it.
The control is... kinda frustrating, but I guess it's still a whole lot easier than controlling a real rocket.
Overall it was a great game, I loved it!
@avat thanks for the feedback.
I know the evaluation is a bit rough... That was the last thing I added and I didn't really balance it properly.
Btw, I don't see any particular reason filling the screen shouldn't be possible... You just have to wait long enough (At some point some of the asteroids will spawn crashing into the planet)
Wow, that's clever!
I love how the coloured trajectories give an hint on the collision.
It is hard but not impossible, and this is a great push to let the player keep playing your game!
Just a couple of notes, but I can see other people already told you: 1. the validation is a bit strict, I couldn't go beyond 5% so far 2. shift for boost is quite uncomfortable, maybe I would prefer the classic W. Also on Windows if you press 5 times Shift consecutively it makes you enable permanent press for accesibility.
Great work!
Awesome idea! Overall a great game!
@matita about the key binding... I can't believe I missed that. I originally wanted to have the boost regulated instead of on/off and used shift like in Kerbal Space Program, but it didn't occur to me to change it back...
Thanks for the feedback
Overall, pretty well executed. A little ambient space music might add a bit, but the writing and intro was quite enjoyable, and the core gameplay seems about as good as a 2D asteroid crashing sim could be.
This game was really fun and innovative, the controls took a bit getting used too, but I didn't think they were too difficult. Its a really cool idea, and you executed it well. The intro text was funny as well.
This game was pretty interesting. While I didn't do particularly well at the game I did spend a lot of time playing it (more than most games I have played) and ultimately it is pretty good. I really freaking love the lines that show the trajectory you did a really good job with that!
Technically this is very well put together, you did a great job on that front, graphics are simple and don't lend themselves to misunderstandings, also the starting cutscene is quite funny, and you have a TUTORIAL! colour me impressed, and for compo too.
The game itself wasn't exactly my cup of tea, it's not very active, but its not exaclty a puzzle either. I guess the most fitting genre would be some sort of simulation, but you see, I was never into most of that stuff (save RCT).
As I said everything is implemented very well, super impressive, the trajectory colour was a really good idea that I haven't seen before. the gravity bending the trajectory is also well implemented, as is the planet growing, I feel like you got a lot of cool systems, but the core game lacks purpose, the way to get the best score seems to be, to wait around for asteroids of the right size, which isn't very rewarding to me.
Again this sounds overly negative, which wasn't my intention, I suuuck at game design, thankfully you can't see my previous games, but they'd be honored to be called playable, I just think you have a lot of skill at making systems and should devote more time to the designing part, maybe shift the focus more to toy than game if what you fancy is building simulations, I love toys :grin:
Yup, gotta agree with other people. Well made and designed, funny intro (that is exactly how they'd communicate!) and fun gameplay. A proper victory condition would have been nice, got to 86% in the end. How 'bout a failure condition too, like running out of fuel?
The movement system is just fine, and the colored trajectory indicator is a very nice touch. Sure enough some additional challenge would have been welcome. These kind of titles always remind me of a few old school titles, such as Solar Jetman, where you fly in caves, gravity pulling you down, where each collision is potentially leathal. Fun times!
Anyways, quality! :globe_with_meridians::boom::comet::comet::rocket::boom::comet:
"Some intern messed up Kelvin to kilogram conversion" :D
Nice simulation, the trajectory prediction is super useful! The controls take some time to get used to, but for those, who played Asteroids by Atari, it's not a problem.
Congratulations on making such simple yet complex game!
btw. Trying to get on the stable orbit is fun!
Great game, but it is terribly difficult, thanks for the hour of fun, good job :D (sorry for my bad english)
I love it !!!
This game was super great! It was also really hard. It might be a bit more manageable if there was a more consistent way to push asteroids. It might have benefited from some music, also.
Overall is super fun. I loved the way the planet grew at the place where the asteroid hit it... I had a fun time ignoring the objective and trying to make tall mountains...
This was mega, probably the longest entry i've played today! Could improve it by showing the direction your ship is facing or including a reverse button (you can reverse in space right?)
This is so cool! Music would have made it much better but can't really complain as this one is a meaty offering.Really liked it.Great work.
I have now also rated your game.
Well executed game The screen shake and sounds played when a meteor crashes into your planet really helped it feel satisfying. While designed as a hard game, perhaps a slight increase in the size of the ship would have helped ease the player into the game.
I have now voted for the game. Great entry, have a nice day!
We really enjoyed the path visualizations, good job on that! It turned out, though, that we didn't use the color matching mechanism very much. Instead, we parked in a meteor's path to slow it down, and then pushed it towards the planet. This seemed most efficient to us.
The game has a very interesting playing mechanic, which felt like you could learn more about the movement the longer you played. We'd love to play a full game using this mechanic!
It wasn't clear to us that you could have "too much" of the resources – we just thought of the displayed numbers as minimum values.
This is a great take on the theme. It's such a smart call to be gentle here and avoid the impulse to add fuel limits or punishments for crashing into my planet or the screen edges. The fact that I could totally relax about all of that gave me the wiggle room I needed to explore what's a fairly tricky but rewarding control scheme.
I definitely did not get to the deft touch you exhibit in your gif, but after a bunch of experimenting and tinkering I did get to the point where I could have a decent shot at intercepting. I had to learn the lessons of not chasing, and not hitting too hard... turning backwards on my own trajectory and jetting into a standstill in their path was my main strategy.
I understood the colored trails pretty quickly, it was a clever idea to use the color to convey time. But the quick tutorial was welcome. I also liked the quick humorous intro before the game which made it feel more like a complete offering.
The sound fit the mood, and although I felt kind of awkward the whole time I have no complaints about the controls. I think it's just tricky, which is as designed.
Great job!
This was a really neat game! I enjoyed trying to line of multiple comets at once! I really like the color of the lines to approximate collision time, it made it a lot more doable!
Great execution. Controls were smooth and easy to learn, some nice light humour, and a really clever timing preview with the coloured lines. Despite the caution, I found myself chasing and overtaking asteroids to push them backwards, along with the more slow interception courses. Having this choice was refreshing.
I thought I had all the atmosphere, water, and mass that I needed, but still got 0%. Nonetheless, I had a lot of fun!
I love your backstory and the look of the game! Sadly I am really really bad at the game :sweat_smile:
This is probably my favorite game I've tried for this LD, great job! Only problem I had was that the planet rating percentage was somewhat intuitive.
Nice work on the physics and pathing. It almost feels like a game of billiards with gravity and projected paths. Very cool!
It was kind of a cool sandbox game. Incredibly fun when the planet has tons of atmosphere so all meteorites come falling down on him so he keeps on growing :D
Nice! 5 stars across the board!
Now this was awesome! Pretty challenging, funny and... just awesome! I just dunno why I still got 0% after I added a bit too much of everything - is that a bug or a feature :)
Awesome job! I love the mechanics, the colored trajectories especially are an awesome innovation. In one sense it's the total opposite of my LD38 game! I have no real critical feedback. The only (maybe?) glitch I saw was that after reaching the required mass/atmosphere/water, the evaluate planet button still said 0%. But that didn't hamper the fun I was having smashing stuff into the planet. It's definitely a game of finesse and I loved it. Thanks, I had a blast playing!
As a KSP and Orbiter enthusiast, I can say that controls weren't a bit challenging for me, so I've had some great fun with this game! To be honest, I was kinda surprised you have infinite fuel. Come on, you can star-wars-style the whole way! :D Few improvements that would be great is a possibility to attach to the asteroids so you don't have to push them but can also pull, and also to see the path of objects for a longer distance. I was a little upset there isn't a warp time button at first (I do realize it's a difficult task to program though), but turns out it's not needed as the game is fast-paced enough already.
This game was really cool! It reminds me a Kerbal Space program which is a super game. I think you did a fantasict job coding the trajectories. Everything ran great and did not see any bugs. The color coding of the trajectories and the length of the dashed lines based on speed was a nice touch.
I really enjoyed this game. The gameplay was new and unique, which was enjoyable. I also really enjoyed the strategy involved in the game, given you have to plan, calculate and set up things on the go. Near the end I was at the point where I was using multiple asteriods and getting them to smash into each other to change the trajectory. It was just fun to play around with the physics in this game. The gravity was handled really well, and it was a fantastic engine. The game did get rather tedious at some points, and I found myself just drifthing doing nothing, but then more planets came along and off I went. So really enjoyable game all round (although some more sounds or graphics would be cool)
This was fantastic! The base mechanic was great, I loved the humor, It was addicting to try and hit the asteroids into the planet, and while it was REALLY difficult, that just made each asteroid feel satisfying, making the game fun. I wasn't aware that going OVER the limit at the end reduced your score, and I'm not sure if it should have, so I only got 17%, despite fulfilling all of the requests. If the numbers that the president gave were minimums, I probably would have liked the game a bit more. Besides that complaint though, I loved everything about this!
Also, I feel the need to point out how much I loved the "4 years later" joke. That's all! Fantastic job and thanks!
Moments I like: - Tutorial (exceptionally good tutorial flow) - Consistent art style and palette, planet growth visualisation - No fuel limits (the most orbital-rocket games have this cliche) - Ability to skip texts - Texts :smile: - Main gameplay mechanic
Moments I doubt: - Planet requirements in the left bottom corner in absolute values (not ranges, not color scales). - There is no "game end" - player should end it by himself while he can't reduce the amount of water/atmo/weight. - Asteroids in the tutorial could fly out of the screen resulting a deadlock. - There is no global gameplay progress between missions (coud you please share the ideas if you have some?) May be something like two planets to maintain at the same time, managing all available asteroids between them. Or any kind of new mechanics?
Of course these are minor things for LD game. It was fun to play and I even have a video: https://youtu.be/5KUUBBzRNWM so, thank you!
Thanks to everyone for the great feedback!
@mortus I originally thought about implementing something like the Klaw from KSP, but the tether idea never occurred to me, that would probably have made the game easier for people who haven't played KSP / Orbiter.
@icxon Thanks for the playthrough video, it's really useful to see how other people play the game. A progress bar for the requirements is a really good idea. I really dislike how I made the whole evaluation system, that and not overshooting the target would have mad it a lot better. I originally wanted the player to put a moon in a stable orbit. That might have been some fun, because you would have to try to stop asteroids hitting it too much so it wouldn't crash into the planet, but I sadly didn't get around to it...
I have never seen the trajectory mechanic before of using colours to show where the paths will cross. I think that's genius! Top marks for innovation there! I also love the humour in the intro text ("4 years later" - classic!). This is a very original and innovative take on the theme. Like so many people above - I love it!
@navot Having a moon to put in a stable orbit would be great! And then installing some laser cannons on it so it can protect itself from the meteors. Actually, anything that brings more planning and messing with the orbital parameters seems good to me! But I guess more arcade-y approach is nice too.
Oh man that "4 years later" gag - so good! As is the game as a whole, very engrossing. The graphics are simple, but spot on really - nothing to distract from the trajectory indicators which are both a clever mechanic and gorgeous in their own right. Good job!
I really liked the gags, they were good. I liked your concept as it is really innovative and I liked how you implemented everything in the game. The controls are a little tricky, but it is weird because if you change them too much it would trivialize the game. Also nice work on the use of colors for showing the distance and hinting the trayectory collision point it really is a clever mechanic. Nice job!
Amazing game! Loved the idea and how it was incorporated in the game. I personally found the controls a bit difficult, even with the trajectory helper, but that is probably just because I'm not very good at the game :) Overall fantastic job!
As people before have said, it reminds me alot of kerbal! I enjoyed it alot and the graphics were very nice.
Damn, talk about difficult to master...
But hell, you've made a very solid game in compo. Nothing seems unfair, it's just 'Git gud or go home'. Remember lunar lander on old PC's and Amiga-alikes? Something like this :)
Controls and mechanics are well programmed, feedback is clear. I don't really have any improvement suggestions - what's in is good, difficulty is rather high, but the machanics never seem to work actively against the player.
Very well done. Cheers!