skyeward 2021-10-05 02:51
I love these sorts of games. The physics feel really good. Transitions between screens take a little too long and disrupt the flow of the game I think. Nailed the art style.
Foon → Ludum Dare Explorer → LD49 → Outer Space Transport Service
By turncoda
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 366 | 3.80 | 27 | |
| Fun | 402 | 3.72 | 27 | |
| Innovation | 589 | 3.46 | 27 | |
| Theme | 1115 | 3.12 | 27 | |
| Graphics | 376 | 4.00 | 27 | |
| Audio | 335 | 3.70 | 27 | |
| Humor | 1160 | 2.15 | 21 | |
| Mood | 313 | 3.82 | 25 |
I love these sorts of games. The physics feel really good. Transitions between screens take a little too long and disrupt the flow of the game I think. Nailed the art style.
I might be wrong but it seems that the executable doesn't do anything, I was stuck on one screen and no inputs did anything :\, unlucky
What the other guy said about the physics, all the conservation of momentum stuff is really cool. I don't really feel like the pauses between screens are a problem though. I especially like how if you just put the pedal to the metal you can gain a stupid amount of speed. I can't tell if there's some kind of trick going on or if it's actually procedural generation, but I like how it felt like it didn't really matter if I got lost. Really cool game.
The core is really good, it was simple and fun. I think it was really difficult to figure out where I needed to go though. I didn't know I was taking the packages to the circle until I stumbled upon it, a mini-map would be useful. Also moving between the screens kinda sucked and felt sluggish. Ideally, the game would scroll/pan with the user. The physics felt great. It was really fun tethering myself to a meteor and bringing it up to full speed, only to be tugged along behind it, unable to move or slow the heavier object down.
Beat it in 7:59. Was really fun hunting down all the salvage and dropping off the yellow boxes. Everything worked perfectly and I enjoyed the physics. Love that CRT screen effect you put in there and the cool little 80s-tech hums in the soundtrack. Perfect chill little game.
From someone who also just made a top-down game about a salvage pilot in space, it's really cool how two concepts that sound similar on the surface (even with a fairly similar movement scheme) can have two such wildly different outcomes in both aesthetics and gameplay.
Nice work on your game!
@skyeward @cosmonautical Apologies for the slow screen scroll. There is a bug in v0.2 that was causing the screen scroll to be slower than I intended on 60Hz monitors. I have fixed the bug in v0.3; the screen scroll should be much snappier now.
It is excellent, but I am bad. I never realised how much I rely on being able to easily cancel out forward momentum.
I loved slingshotting around meteors - the "I wonder if this works" into rapidly looping around was ace. I didn't have issues with the screen scroll so good job on the fix :thumbsup:
I was a little lost at first but the game mechanics are really enjoyable. Love the minimalist artstyle!
Love the mood, love the art, love everything. I really enjoyed the simplicity. Good job.
Wow, this game is super clean and feels really well polished. I LOVE really simple games like this, it just feels so clean and well thought-out. The gameplay is REALLY fun and challenging in the best way. Only bit of feedback I have is that I seemed to have gotten "eaten" by the dotted lines when I tried to deliver a gold chunk. It did the animation like it took the gold chunk but it also killed me! I don't know if that was intended or not. Such a smart twist on asteroids, great job!
Quite a challenging game, but in the best way possible. I was so excited when I did something right. The look and feel of it is great as well - I love the minimalist art and the audio cues. I did have a hard time finding my way around; some sort of navigation/direction assist to find the dropoff locations would've helped me out a lot.
Really nice job on this! Loving the Asteroids aesthetic and physics, and I think the application of using the physics to transport boxes is really cool. Nice job on the audio, too. There's something really ominous about the drop points, both with the sound they make and with (or was this just me?) the way that the level changes after dropping something off. Plus with the way they eat you too.
Something funny about the CRT effects: I will be a bit of that "um, akschually" guy and point out that an Asteroids cabinet would have the CRT bend but would not have raster scanlines, since the electron gun is being controlled by software like a LOGO pen. However, they still did a great job of providing that nostalgic look and I didn't even realize it wasn't technically accurate until I wrote this review. Perhaps they also trigger that "creepy VHS/security camera footage" look?
@thehansinator Thanks for playing! Dropping off a box in the circle doesn't change the level, in fact the map is fully static, but I'm glad that it felt ominous in more ways than one :slight_smile:
Thanks for sharing that info about the Asteroids cabinet CRTs! That's actually even cooler than I imagined, and would explain why Asteroids looks the way it does in the first place. By extension then, I would guess that oscilloscopes also don't have scanlines. Honestly I didn't even stop to think about what caused scanlines when I was browsing the postprocessing effects. I threw the postprocessing effects together in literally an hour at the end, so I didn't have much time to do my research and my lack of expertise in that domain shows :sweat_smile:
I'm glad you told me this because I didn't even like the scanlines, but I thought that's just what all CRT displays looked like and also that other people would read that as more generically "retro" so I kept it in. I made a custom build of the game to compare with vs. without scanlines.
https://www.youtube.com/watch?v=JJx_IVrQdKc
I definitely prefer it without scanlines and I'll probably incorporate this new knowledge into a post-jam build along with a few other things. I also realize now that the way the outline of the circle thickens momentarily when a box gets eaten is also probably not realistic for this particular display technology so I might tweak that later on as well.
@turncoda You're welcome! I'll admit that my knowledge of this is rather limited and comes from a combination of playing vector cabinets a small handful of times, and a YouTube video explaining how the vector generator works (https://www.youtube.com/watch?v=smStEPSRKBs).
crashing at high speed is the most satisfying thing in the world. The hook mechanic / physics work extremely well in this game too. The sound effects fit really well in. The only thing that this is missing is some chill music and a non static map(items can travel across screens).
Fantastic game! Took me just over 11 minutes to complete. Everything about it was just so well done. It was full of nice little touches, like the target circle pulling the gold squares in. The movement was also sooo smooth and satisfying. The down key being used to deploy the rope was confusing at first, but once I got used to the controls it was fine. Overall great game, nice job! P.S. Nice to see other games made with Love2D. It's such a neat little framework!
Wow I am not good at this game lol. Despite being bad at it, it was super fun and addicting. The physics felt good, but I still need to get better at slowing my momentum. Slinging around meteors and using the rope as a grappling hook was really fun too. The Asteroids art style and sound effects were perfect! Awesome game :D
The movement and package carrying felt really good. I would have liked a little more navigation help (a mini-map would've made it too easy, but maybe names or coordinates for each screen? Something to help identify/landmark the screen other than number of rocks)
Very good game :))))) Very simple and very polished. Liked it alot. Took me 8:56 to complete. Sound was great. Felt a bit like Halo.
Your game is excellent, it gave me a lot of unforgettable emotions!