FoonLudum Dare ExplorerLD48 → Quantum Genesis Hyperspeed Space Redux

Quantum Genesis Hyperspeed Space Redux

By tim-leach, matt-barnfield and

View on ldjam.com

CategoryRankScoreCount
Overall3.0913
Fun2.1512
Innovation2.5012
Theme2.4012
Graphics3.7713
Audio3.7213
Humor3.4013
Mood2.8012

Comments

khill 2021-04-27 00:29

It took a really long time to understand the controls for this one. Even when I understood them it was still pretty frustrating. I could control the pitch and yaw but I couldn't roll the axis? I couldn't get into it because it felt like I was fighting the controls more than anything else.

Art and style were fun and I like the little intro scene even though sometimes it was hard to hear "dynamo"

tentaclemax 2021-04-27 00:37

Nice game, товарищ =)

jorgeblanco 2021-04-27 00:39

I appreciate the voice over. The audio also gave it a lot of atmosphere (pun intended). I played the web version and couldn't really figure out the controls (as in, how to actually make the ship do what I wanted it to do).

frompdx 2021-04-27 00:57

I agree with @khill. The controls are really tricky and they don't feel very satisfying. I could see this being a lot of fun with more intuitive controls. The art and music is great!

decrementedpalindrome 2021-04-29 23:41

I like the art style and voices. The controls actually worked exactly how I would expect them to work in a game like this, although the camera focusing on the rings instead of the ship when I got close made it feel like they weren't working properly even though I think they were.

2021-05-01 09:50

The presentation was brilliant, I love the chromatic abberation and the fun voiceovers!

The controls took some getting used to, but after a while I started to get the hang of them; I've played a fair bit of Ace Combat, so Pitch-Roll controls are fairly familiar to me which helped a great deal.

As DecrementedPalindrome pointed out, a lot of the awkwardness around the rings was caused by the camera not being locked to the axis of your ship, which made it tricky to predict your relative orientation to the ring. What Ace Combat lets you do is hold down a button to make the camera track your current target - perhaps you could implement that on the middle mouse button to let the player choose between the two camera modes rather than it being automatic.

That said, in a game where the only gameplay is flying a ship, I don't necessarily think it's a bad thing for the controls to be a bit awkward. If you could pick them up immediately, the game would be rather trivial - as it was, once I got to the point where I could get to the next ring efficiently, it felt pretty satisfying to feel like I had mastered the controls!