FoonLudum Dare ExplorerLD46 → RestoPlane

RestoPlane

By glaciereclipse

View on ldjam.com

CategoryRankScoreCount
Overall6923.2621
Fun5193.2821
Innovation3773.4721
Theme7533.3921
Graphics5923.3421
Humor5242.7319
Mood7562.9119

Comments

munkkeli 2020-04-20 10:30

Very cool! I like the gameplay, simple but hard to master (Maybe even too hard, could not get to the end :D). A unique idea too, which I always like.

justalocalhero 2020-04-20 10:30

The art style is gorgeous.

The best iteration of the lunar lander control scheme that I've encountered.

incd021 2020-04-20 16:54

Got to level 4 :) Cool, game! Reminds me of a very old C64 game called Thrust. Love the graphics, but really miss some basic blips and blops. Very nicly done :thumbsup:

rednaxelus 2020-04-20 23:37

Pretty dang cool. I would say the controlls should be changed so that you don“t have to drop of the plane thru your mouse but rather simply the arrow keys

diego-escalante 2020-04-24 02:02

I like the little spin from a typical lunar lander game where you can thrust near the ground to get a little boost, but I am not sure how to properly take advantage of that. Also having to pick up things and delivering them to the mogmog is another improvement to the formula. Good job!

quinn-patrick 2020-04-24 02:12

I love seeing these unique ideas. The movement is challenging but fun, with lots of nuance. Getting to pick your drop zone adds an element of strategy as well. This game is just brimming with great design choices. It's a shame, then, that it has no audio, and it's weird that it mixes keyboard and mouse controls, but fantastic job overall.

glaciereclipse 2020-04-24 09:04

@munkkeli - Thank you :) Difficulty wise I think the difficulty curve should've been more forgiving at the beginning, Unfortunately I couldn't play test the game fully to do that correctly. @justalocalhero - Thank you! :smile: @incd021 - Wow I wasn't familiar with Thrust It looks super cool, Thank you for sharing! I was really bummed I couldn't add music/sfx, I wasted too much time on stuff that didn't work and couldn't let go :( @rednaxelus - Hmm Really good Idea! At first I wanted the planes to drop anywhere on the screen but it just felt too easy. Thank you! @diego-escalante - Thank you! I wanted to add more levels in between to take advantage of that mechanic and get you familiar with it, But unfortunately I ran out of time :( @quinn-patrick - Thank you very much! Yes I should've went with just the keyboard. I was also really bummed I couldn't add Music/Sfx :(

deathray 2020-04-24 19:21

A love the idea, the artwork, and the general gameplay (lunar lander), but it's bit too difficult for me. Would be nice if it was more forgiving when hitting walls -- cause damage instead of insta- :skull: .

hiisileiri 2020-04-24 19:39

Good concept, after having the idea! There is a weird game world to player throw into (one thing is do i really want to let that creep thing alive, though otherwise it would eat me - but fortunately i'm just a plane so it would be kind ok). After fine sounded instruction sound on the "publisher screen", it's regrettable to have any sounds in the game. Personally i'm using free sound/music makers (I.G. "LMMS") for making simple effect sounds for free. There are good instruction (better than the other games has for so long) but those texts should be on relative to the player, not the game world. In any case, the concept is understandable and the player is able to "start" playing very fast and that is very good thing. Also this game - as a full game - would have lots of playable content to any player. I could see myself play this concept "to win" on the any arcade platform studio-website, but the theme is just an other case. In a matter of a fact: this the real arcade game which having a working, challenging and addictive game play elements in it

james-beninger 2020-04-24 23:08

Agree that the Start arrow needs to be controlled by the keys and not the mouse, but I understand going for the quickest solution with these time constraints. It's a great implementation and the controls feel good. It's difficult, but I never felt like my deaths weren't my own fault. I love the extra boost off walls/the ground. It saved me a few times, and is also a neat trick to save fuel. One other request: Could we get a "dump all" button? I find the feeding is often just a skill-test in how hard I can slam the spacebar before I fly past the drop zone.

james-beninger 2020-04-25 00:30

And now that I think of on it, sacrificing yourself to Mogmog should feed him all your fruit :)

100th-coin 2020-04-25 19:28

Oh neat, I really like the ideas in this game. The thrusters giving you a boost off surfaces feels super satisfying! Great work.

jason-woerner 2020-04-28 00:32

I liked the "extra thrust near surfaces" mechanic, as it offered much more strategy than just a straight thruster setup would have. Great work with that! The graphics were simple, but all fit the same style and felt cohesive. I only got through 3 levels (they started getting too hard for me :D), but each one felt unique and required some different strategy. Well done!

meelo 2020-05-01 22:43

The concept here is really neat - flying around in a rocket with limited fuel with gravity is a great mechanic and feels nice to control, especially with the "ground effect" bonus. I made it most of the way through the game, quite enjoying just flying around (but then I accidentally refreshed the page when I was almost done... I wanted to restart the level, oops). I think there's some improvements to other aspects though - first, the hitboxes are really unforgiving - it often felt, especially with more narrow gaps, that an unexpected boost from a nearby wall (or the lack of an expected one) could let the player *just* scrape a wall and lose the ship, and when this happened, I always felt frustrated - especially since the game has a rather slow pace where dying for a silly reason means doing a lot of stuff over (and also: since "restart" was only an option when you lost entirely, not mid-level, meant having to wait to get rid of my remaining ships if there was no chance to succeed from the lost fruit - this waiting definitely harmed the experience). It was also never so clear to me when fruit would be attracted and when they wouldn't (and it was often difficult to feed the fruit to the Mogmog - it seemed like an unnecessary challenge). I think removing or mitigating some of these obstacles would improve the experience - as might creating new challenges that require different styles of piloting (e.g. things that must be done fast). I quite enjoyed playing it as it is, though. Nice job.

glaciereclipse 2020-05-02 14:17

@deathray Hmm The idea was that you get more planes and that would be your 'HP', The one thing I regret not implementing is that crashing would be a result of a big velocity, and not just on any hit. Thanks!

@hiisileiri Thank you! Definitely regretted not getting any sfx, and yes the first instruction texts should've been relative to the screen.

@james-beninger Thank you! I wanted the feeding to be skill-based as controlling the plane, the food gets the planes velocity so you would need to slow down and then start feeding, but maybe it would be better to throw the food a bit faster. Regarding crashing into Mogmog I didn't want that because then players would just go full steam ahead and crash into him instead of trying to control themselves/slowing down and positioning themselves to throw the fruit.

@blobo Thanks :)

@jason-woerner Thank you!

@meelo - Thank you :) Great comments! I agree with everything you wrote, I rushed play-testing the game, and only properly tested like 4,5 levels. After playing the game fully I also got very frustrated from not having a quick restart button (which would take literally two lines of code arghh) the unexpected boosts in near gaps was annoying as well. The fruit attraction is sometimes bugged mainly because it changed a lot during development and the final version of it was implemented 4hr before the deadline. Also thank you for trying to beat it even though the game is unfairly unforgiving.