FoonLudum Dare ExplorerLD39 → Almost Home

Almost Home

By willvasco

View on ldjam.com

CategoryRankScoreCount
Overall2623.6022
Fun3133.3121
Innovation4912.9421
Theme384.2121
Graphics1484.2022
Audio1243.7321
Mood654.0522

Comments

mrserp 2017-08-01 01:27

Loved every aspect of this game (I'm a sucker for space games)! Really nice aesthetic, lighting, graphics, and the music set the mood nicely. Great entry!

silvae 2017-08-01 01:33

It keeps crashing for me :(. From what I did see, it looked great!

hs-dave 2017-08-01 01:45

This will be the last game I rate today because I found it so peaceful I *must* head to bed now! I did enjoy it, the motion was satisfying and it looked perfectly nice. The mood was peaceful for me as I said - I didn't feel any danger really I think my power would of had to be always ticking down to achieve that as it wasnt too hard to conserve momentum and keep myself charged as it is.

I'm not sure if I "won" or not, I got right up to the planet and it looked large and the screen faded to black and then the game stopped responding :( Nice little experience though!

trulyspinach 2017-08-01 01:48

Great nice peaceful experience right after enter the game. Lighting, graphics, and music is awesome. But I feel little bit boring just seeking battery and move. Finally there's a big bug. if I run out of power while I hold W key, thrust will never stop :)

cameronpenner 2017-08-01 01:54

@trulyspinach it seems like the thrust stops, but the particles dont.

The crash happens just after the game fades to black BTW, whether you win or lose, it happened to me every time I played it through.

Other than that it was a great game, great mood, well done.

kleinzach 2017-08-01 01:54

Wow, where to begin.

Everything on the audio visual front is spot on. The mood was just what I wanted. The graphics and audio were simple but worked together so well to create that mood.

The mechanic of drifting through space just felt so good, and the amount of drag felt just right and intuitive. I love how the game suggests a slow pace through its mechanics and rewards you for that.

My only complaints are some tiny mechanical nitpicks. For something with this degree of freedom in movement, I would recommend using Quaternions for the rotations. At the very top and bottom of the arcs things get a little goofy. There is not up in space, so might as well use unrestricted rotation!

The HUD in the top right showing you how much fuel you have left just felt unnecesary and only served to obstruct the view. To more fit the mood, I would have the indicator as part of the ship so the player can spend more time seeing the sights.

The last thing is that I would like to have a little more indication of my heading. As it is now, I keep missing fuel cells by just a little bit, and just wind up unable to aim for another.

Overall, Excellent entry!

shanebauman 2017-08-01 01:56

Great game. I really enjoyed it. Only issue I had with it was sometimes it was hard to tell if my vehicle was still moving. Speedometer of some sort would be awesome. Still loved it though! Keep up the anazing work.

paulo-brunassi 2017-08-01 02:14

I loved the graphics of your game! i agree with shanebauman, is very hard to know if I'm moving when I don't have asteroids references.

bocodillo 2017-08-01 05:13

Lovely graphics and a great atmosphere. The controls were nice an simple to pick up if a little too floaty (although that's likely a personal thing as you are in space.) Overall a very nice game to relax with!

rocketship 2017-08-02 10:25

Congratulations on your first entry!

As an experience this game is certainly nice. Very calm mood, good job of making it feel like vast space. The ship wasn't that easy to maneuver, which is completely fine, but to hit the fuel tanks you needed to be very precise, which made picking them up harder than maybe it should have been. Maybe a little bit of "magnetic pull" or bigger hitboxes would have helped. The fuel meter should have been maybe with a more futuristic font, but that's just nitpicking.

As I said, fantastic atmosphere, very calming and well crafted space experience.

sarrixx 2017-08-03 15:32

Awesome job on the graphics and the music. I found myself wanting to have a bit more control over the ship though, as the controls were a bit floaty. I also found the win/lose conditions to be a bit off as sometimes I would lose as soon as I got to 0% fuel and other times it would just let me float off for ages. I think there should be a set time or something from when you get to 0% fuel until it restarts you so that you have a bit of time to pick up some more if you are floating in the right direction. And finally, I think the hitboxes for the fuel should be a bit larger as there were quite a few times I felt like I should have picked up the fuel but somehow missed it. Still a great concept, and a nice relaxing game to chill with! (Y)

tuomo 2017-08-10 08:42

Overall nice and very atmospheric game, well done! I found hitting the energy cells really hard, maybe make so that player doesn’t have to hit them exactly spot on.

cnoble 2017-08-11 12:03

That was really cool!! I liked the concept of it! I do with either the player hitbox was bigger or the power cells hitbox was bigger so I didn't have to do precision flying while still monitoring the depletion rate. At first, I thought the depletion rate was rather fast, but after playing it a couple of times, I think it is right on point.

Anyway, excellent little project, beautiful art and music. Keep up the great work!! :)

huvaakoodia 2017-08-20 15:26

A serene experience with beautiful graphics and tranquil music. The presentation and mood are magnificent. The interactivity is not bad either. I do like flying in space among asteroids.

There is a big problem though, for someone like me who highly values consistency and believability. There is no air resistance in space! The inertia of the spaceship should keep it moving forever and ever (until colliding with something that is). I totally get why you did it as otherwise people would just fly directly for the planet (which is what I tried the first chance I had), but I don't agree with drag being the best choice to force players to go through the asteroid belt.

One modification is all that it takes. Exchange fuel for oxygen. Now we have a resource which ticks down on its own and works as a handy limitation to the planet problem. Try accelerating for the planet and you'll simply run out of air before getting there.

Another possibility, which is what I'd go for, is to have both fuel and oxygen. The clever bit here is having separate canisters for both. This way you need to make a real choice every time when targeting a nearby canister: do I need O2 or fuel more?

There are other believability issues too, mostly concerning the scale of the world, but those are technical issues more than design issues so they don't bother me that much. It wouldn't make much sense to have players fly around for hours.

Right. I like it as it is, but I would love it were it bundled with the tension stemming from oxygen management. Sure that would kind of change the mood of the piece, but with leniency on the resource management side it wouldn't be too challenging.

:rocket::zap: