xenosns 2022-04-05 20:45
Interesting to see Godot 4, may be trying it out myself. A way to tell engines are engaged would be nice, couldn't tell at first I was moving.
Foon → Ludum Dare Explorer → LD50 → Wreck at Delta Blue
By alex-stewart
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1286 | 2.89 | 21 | |
| Fun | 1326 | 2.52 | 21 | |
| Innovation | 963 | 3.00 | 21 | |
| Theme | 1361 | 2.55 | 20 | |
| Graphics | 1071 | 3.07 | 21 | |
| Audio | 896 | 2.58 | 20 | |
| Mood | 979 | 3.21 | 21 |
Interesting to see Godot 4, may be trying it out myself. A way to tell engines are engaged would be nice, couldn't tell at first I was moving.
Some bugs were fixed, that were making it difficult for some people to play!
-Halved pitch and roll speed, to make it work well for keyboard users.
-Fixed flashing blue lights in older version. Particles were removed from samples.
-Fixed game “finishing” when collecting two of ten samples.
-Fixed audio looping for the engine of ship.
Wow! The controls for a flight game are spot-on. I'm not familiar with the engine but I can only imagine that was a lot of work to get down that smoothly. Graphics are definitely nice for this short amount of time as well. Audio did get a little repetitive very quickly and it was a little hard to determine how to find samples to pick up. But this looks like a very cool start to a game I would play!
So I can't tell how fast I'm going, and I can't tell what the samples are?? I've run into the asteroids successfully at least, but I can't tell which are the "samples" and how to "sample" them...
Overall, very weird graphical effects, very immersive except that looped engine sound haha. Needs music, something like https://freemusicarchive.org/music/koi-discovery/origin, that particular album is CC0, meaning public domain. Should take 15 minutes to add music to any LD game :)
Great atmosphere, the music was very ominous, like some extra terrestrial was about to attack. Ended up crashing into everything, but I like that you made a ship with proper space-flight controls. Awesome game!
Interesting game, but the controls were not that intuitive, perhaps this game might have been a bit more interesting as a 3rd persons game? Also I don't think the main audio was looped.
-Tim
Interesting concept, but the audio cut out halfway through and i had no idea what a sample looked like until I accidentaly bumped into one and saw the % bar go up. Still impressive though.
More bug fixes this time around. Thanks everyone for playing, and helping find issues for me to fix!
-Fixed audio looping for the engine of ship. For real this time.
-Removed screen space reflections. This fixes a lot of visual bugs, due to current issues in the engine.
-Changed alpha clipping on the “Samples Collected” UI, so it’s less jagged and easier to read.
-Removed the space alien hiding in the ship.
@exevirus I was going to add music! Since I was at first trying to do this for the Compo section (and I prefer to do so), I was going to make the music myself. However, I ran out of time to do it. :slight_frown: I probably should have added CC0 music near the end, since at that point it would have been for Jam. But, I ran out of time for that too!
Hey no worries, programming is hard ;)
I actually found the controls to be very intuitive, and the gameplay straightforward. The main problem with the gameplay though is a total lack of feedback. You don't know how fast you're going or what direction you're moving which makes it feel like you aren't fully in control of your ship.
The samples were pretty hard to find because of the weird cockpit lighting. Didn't your parents ever tell you it's illegal to drive at night with the cabin light on?
Some other things I didn't like:
- The cockpit noise was extremely loud and annoying. Either tone it way down so it's just a low hum, or get rid of it. I had to mute the game to be able to play for more than a few minutes - There weren't enough asteroids and they were pretty small. Avoiding them did not factor into the gameplay for me - Moving from one sample to the next got boring quick. Another gameplay element would have helped. Something like a scanner that you have to manually activate that pings the samples would significantly improve the gameplay IMO
Obviously 72 hours is nowhere near enough time to make and polish a space ship sim, but you did a good job putting together the core features. What was there actually felt pretty polished and I could see myself enjoying a more fleshed out version of this (I like space sims)
@skleembof Thanks for playing my game!
I agree 100% with what you are saying! There were a lot of features I wanted to add and just ran out of time to do, due to various reasons. One of these would have been a speedometer, to tell how fast the player is moving. Also, the way to tell where the "play area" is, was going to have an arrow pointing back to where the samples are. Having a different sound / music than the awful droning sound I whipped up in 5 minutes would be nice too! :laughing: The asteroids were also going to have a challenge where you wanted to get close to them (maybe for some "points"?), but I ran out of time there too. They were made dark and distant to try and make them realistic and make the player fear stumbling near one, but I clearly needed more to it than that.
I can say that, thanks to the overall feedback I'm getting, I'm going to look into making a more polished version of this game. Something that is closer to what I originally wanted to make, yet also address features that people want (or want changed). Since I want to be fair to the ratings for Ludem Dare, I'm going to wait until at least the rating period is over before releasing a "2.0" version! :peace:
Good work on completing your submission! The atmosphere is nice and it was pretty fun to move around, even though it isnt the most polished, you still did great on getting things done!
Overall, well done!
Looks and plays pretty well, thanks) Space is always cool
The ship interior looks alright, and it's pretty cool to now know that Godot 4 is available, even IF it's still in alpha right now. The controls did take a bit to get used to, but they're okay. But I don't really know how this fits with the theme, you just collect 10 samples and that's it. And that ship sound effect get grating FAST!
It's great that you could submit something, but I think this doesn't have enough meat in it's bones.
Space stuff are always cool. I think the controls were way too sensitive, and a bit of inertia for the movements of the ship would of given it a sense of weight. Good job!
Nice submission. Not much else I can add on top of the other commenters. Maybe I'm blind, but I couldn't see any landmarks aside from the planet itself, so I couldn't figure out what to do other than drift aimlessly in space. I like how the joystick moves as you operate the controls. With a bit of fleshing out I could definitely see this turning into a very immersive and atmospheric space sim.