peterfiftyfour 2020-04-22 07:58
This is neat, the turn speed was kinda slow but the ship movement is pretty satisfying!
Foon → Ludum Dare Explorer → LD46 → Adrift
By cdunham and jkoftekian
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1534 | 3.35 | 30 | |
| Fun | 724 | 3.57 | 30 | |
| Innovation | 1751 | 3.01 | 30 | |
| Theme | 2151 | 3.07 | 29 | |
| Audio | 1138 | 3.12 | 30 | |
| Humor | 1541 | 2.56 | 24 | |
| Mood | 1969 | 2.90 | 27 |
This is neat, the turn speed was kinda slow but the ship movement is pretty satisfying!
The concept is nice but i think it would be more interesting if the fuel canisters weren't obligatory to finish the level, it's kinda frustrating to think that you found a shortcut to the end of the level and the end goal isn't there because you didn't pick up all the canisters. Also the ship could keep a bit of momentum after running out of fuel to give more of a chance to reach the next canister or the end goal.
Fun game, but tough! The controls were quite hard to work with (which to be fair was part of the fun, to a point). My natural inclination was to hold down "W", but I found it to actually be much easier if I gently tapped it as rarely as possible. I'd love to be able to press "R" to restart a level when I know I'm doomed. The restart option doesn't come up until you've completely stopped which makes sense to some extent, but it's frustrating when you're stuck waiting because turrets keep pushing you around.
Surprisingly fun, although two levels were really frustrating too, due to the random physics. Pretty well made!
Very cool. Physics games are fun, and I liked having several different elements. Its especially fun that the rocks are effected by other elements.
The concept is nice, but later levels seemed too hard to me (although I was trying it at 3am, so that may have some effect).
Using physics in games is always fun.
Keep up the good work.
The game was more exciting than I expected. Is it supposed to be that bullets don't do any damage?
@tropos Yeah, the bullets just push you back. Originally the mines didn't do damage either but it made the game more fun and having the bullets do the same would make it way too hard.
really enjoyed this, felt like a puzzle trying to figure out how to get all the gas.
This was a pretty fun game to play and I think it actually has enough mechanics implemented to have enough material for quite a few more levels. because the player is always limited in the distance they can travel, and objectives have to be done in a specific order, it felt more like a free form puzzle level and the mechanics implemented really help with that. Because most of the obstacles could interact with each other, and most could be used to your advantage in specific situations, I was actually a little disappointed that the levels only used the obstacles as obstacles. I think that some "themed" levels would have been great in this game and would have let it shine a bit more, but overall it was still fun to play and the music was pretty nice as well. Overall great job!
@wiredoverload Thanks! I wanted to do more levels but I made a test build and for some reason it overrode a couple levels I already made so I had to scramble to remake some stuff. If I had more time I'd have probably just thrown together a bunch more levels.
I definitely enjoyed what I played here. The assorted levels each introduced new obstacles nicely (until turrets came into play...), and I felt the game kept things fresh each time. The controls and momentum of the ship mostly felt intuitive and easy to understand.
I did occasionally dislike elements that greatly disorients and redirects the ships movements in unpredictable manner. While some of these were easy to avoid, turrets in particular felt unfair because the player is intuitively going to play carefully to save as much fuel as possible. Some levels, however, seemed to be designed with taking wild risks in mind, which I don't favor as much. Additionally, given when you run out of fuel, the fact that the game doesn't stop until the ship stopped moving -- which, I might add, takes forever if turrets are shooting you at opposing sides -- didn't feel fun at all. The long game-over screen was definitely the most infuriating part of the game.
There's a lot of cool ideas in here, so I'd love to see more with better tweaks such as...reducing turrets. Did I mention how much I hate them?
Great concept, though games like this one that are based on controlling inertia with limited friction can be really finicky. I definitely enjoyed solving the little puzzles for each level. By the end, however, it started to feel a bit too hard. The fuel disappears almost immediately, and because you're working against your own momentum a lot of the traps you set up in the level (boost gates that shoot you straight into a mine, for example) are extremely difficult to avoid. Despite some frustration later on, I had a lot of fun with this. Good job!
Fun game! The various mechanics introduced progressively are fun. The music is nice and not annoying. Two things though: there's something weird about the speed of the ship when you run out of fuel, it suddenly slows down a lot instead of gliding, and the button you have to click to restart instead of a keyboard mapping is slightly annoying. But altogether it's a solid entry you have there!!
Great job with the game! I like the mechanics you continue to add over the first few levels to add variety. The boost pads were interesting (and I liked the SFX with them too) although the turrets didnt feel that bad because often you could use them to push you where you want to go (maybe that is intentional). It did feel like the best way to play though was just to slowly tap out fuel so you drift more and are in control which is not the most fun way to play. And I got stuck unable to restart when I was caught in between 3 turrets and had no fuel but they kept pushing me so it wouldnt trigger the restart. Overall congrats on your game!
A very fun game! Though it's played like a top-down shooter, the gameplay is more akin to a puzzle game. Each level introduces new obstacles you have to overcome, gradually increasing the difficulty instead of just overwhelming you. The audiovisual side is good enough for a jam game.
My one problem with it is the turrets - I think they're firing way too fast to be a valid obstacle on such an early level. Perhaps setting their firing rate to something much slower, but adding a super-fast-firing turret later on would work better?
Overall, it's a really great entry. I've enjoyed playing it. ;)
Okay, I really like this one. The mechanics are not only novel but also well executed. It was probably tempting to have the turrets and mines just blow you up, but having them apply a force was a way better choice. The levels were really well designed, giving the player just the right amount of fuel and offering numerous possibilities for completing them. A few nitpicks, sometimes I would expect a mine to launch me in a particular directions, but it would instead send me through the mine itself, which makes no sense. If the direction of the force were logical and predictable, then skilled players would be able to incorporate them into their strategies. Also, I think the turrets shoot too fast. The rest of the game seems to encourage slow contemplation, but the turrets just batter the player rapidly. Those are little things, though, overall this is a fabulous entry.
Didn't expect to see a game like this, but it ends up fitting the theme nicely! The booster pads feel very punishing - if you miss a canister it's basically a game over, but generally speaking it's fun to play! I really appreciate having the arrow to show the direction of your ship, combined with where you're actually putting force toward. Really good to have both.
All in all, excellent work!