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Astrodrift
Astrodrift
By flaterectomy, daanvanyperen and troop
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 25 | 4.33 | 26 | |
| Fun | 30 | 4.25 | 26 | |
| Innovation | 96 | 4.06 | 26 | |
| Theme | 710 | 3.89 | 26 | |
| Graphics | 172 | 4.41 | 26 | |
| Humor | 65 | 4.18 | 26 | |
| Mood | 349 | 3.89 | 26 | |
Comments
Wow, great job guys! This looks like a finished game product. I really don't have much to say in terms of feedback because this is really as polished as it gets. I did think that the theme could be a bit more present in this entry though, the floating astronauts could be alive and thank you for the rescue. Practically flawless though. :thumbsup:
This game is super fun and really intense. It has the same tenseness of Sonic underwater levels.....but even worse because things can go so wrong even when it's a simple step. I loved how I'd be grabbing a nearby astronaut but miss him, and suddenly the pressure is on to find a better way to position yourself in the route while getting that oxygen again. The gamefeel is solid as always and again, the tension is through the roof despite the game looking like it's supposed to be relaxing. A great entry, it's impossible to guess what you guys will make next.
10/10 would bounce off of dead space porcupines and cacti until I suffocate again. Also though that last level was killer. Good job you made a timeless piece of artwork 🎉
WOW haha very fun game!! Extremely frustrating though :) I would love a way to be able to adjust how strongly the beam pulls you so I can more effectively slingshot myself — though that might make it too easy. One thing I think you should change is adjust the function which determines the strength of the pull to boost it a little when you're close to an object. For example, when I was near one of those dead people with oxygen, I couldnt pull myself toward them at all! My beam was just too weak, even when I was right next to them. So perhaps adjust it just slightly — I suspect the function increases the strength when you're farther away, like an elastic band yes? Perhaps just take the max of two functions, one which works at closer range and is slightly stronger. Overall very interesting mechanic! Good job!
Very fun and polished! I felt like I didnt have complete control though, would have been nice if i could control the power of the beam a bit
peco
2020-04-21 19:53
That was really cool and the mood set by the music and sound effects make it really pleasant :) Good job!
corbak
2020-04-23 17:24
What a fun game you made there! pleasant and fun! Tedious a little bit but it was pure pleasure to play it. Good choice of music to! :) Well done on your entry, it's one of the most pleasant game I played so far, well done! :)
slurp1e
2020-04-23 20:53
Wow, these are amazing graphics! It was such a fun game!
From all the games that I have rated so far, this is my fave. Everything is on point and carefully designed. The sound of deflation is hilarious. The music adds a lot of charm, let's pretend you have the rights to use it lol
Never quite seen this combination of things together and they work out splendidly too! Visually pleasing, no bugs, just the right amount of levels... What is there not to like?
Hmm.
I guess some times the paths were a bit too cramped given that it is quite difficult to clear a path without taking a lot of hits. A push ability (which pushes the driftnaut too. Equal opposite reaction and all that) would work in this regard. That's my five cents then.
Great design, great job!
g12345
2020-04-23 22:04
Beautiful graphics and nice music too, i think it's some classical piece and then the deflation sound too. :smile:
No I'm not very good at the game and helemaal niet slecht! :wink:
I really enjoyed this and it would be awesome as a mobile game.
yngvarr
2020-04-25 09:06
It's the funniest thing I've seen this LD. :D Music fits perfectly! Gameplay is challenging, maybe a bit tough, but hey, space is not the most forgiving place IRL too. :) Nice game!
lucavazz
2020-04-25 17:31
Great game, the slingshot mechanic is great fun.
However the "nav beacons" / wayp-oints might need some sort of arrow or similar to make them more recognizable, it took me a few attempts to understand that.
I like the easy to understand objective and super simple controls. It was hard for me to understand how much momentum I was going when attracting objects (seem like this was consistent) or much momentum would be left over once I stopped attracting the object. I was expecting that the distance between me and the object would indicate a greater traction pull. Meaning, attracting to close by object would be a short push while those across the screen would "slingshot" me much faster. I also couldn't tell where I was supposed to go on the second level and got lost and went around in circles. I am bad at directions in game and usually need some sort of indicator that I am going in the general direction. Still, pretty solid entry
lereveur
2020-05-01 19:20
It a simple, clever idea, and you made a fun, challenging, and neat game with it. And if only FX and music could have seperate rates, so I would have give you a good one, because of the hilarious sounds, this makes a lot for the mood! Well, I must confess that I gave up at "speedrun this" level, but this is mainly because I'm too bad with momentum puzzles like this! :sweat_smile: Very good job, this was fun to play, and you deserved a place on the podium, really! :D *PS : I didn't mention the pixel art (and animation), but I found it very polished for a Jam, well done for that too*