kkritikov 2025-10-06 23:05
Great game, never seen gameplay like this before.
Foon → Ludum Dare Explorer → LD58 → Type II
By jo-bettaque, letmebeme, alexcl and lilioid
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 280 | 3.64 | 36 | |
| Fun | 322 | 3.45 | 36 | |
| Innovation | 76 | 3.91 | 36 | |
| Theme | 394 | 3.67 | 36 | |
| Graphics | 524 | 3.36 | 35 | |
| Audio | 302 | 3.40 | 34 | |
| Humor | 655 | 2.14 | 27 | |
| Mood | 340 | 3.62 | 34 |
Great game, never seen gameplay like this before.
I haven't played old school games for a long time, it was great.
Would love a path calculation before release
Theme is good, audio matches it very well, and it feels like I'm interacting with an old school movie prop. +1!
Type2.jpg
Great entry, hard to understand clearly. And I don't know if I made a good score or not? Maybe a goal would be pertinent? Nice job though :clap:
As somebody else said, would have been great to be able to see the path before release, but a lot of potential
cool concept, like the art!
Screenshot 2025-10-07 211015.png
Loved this game! Super moody and tough to get any orbits without them colliding into each other but also kind of addicting... Beautiful execution. 10/10 would Kardashev again
Nice vibe and somehow really catchy :D
Very creative take on the theme! I don't agree with the other commenters here — making the path visible before release would trivialize the task quite a bit. Calculating the most effective orbit is the main point of this game, after all. But maybe it’s possible to add some kind of indirect assistance, like visualizing the gravitational pull of the star.
damn, i thought i could cheat by launching multiple at the same trajectory. I love that the game so small is quite serious
first of all - amazing interface, love that ascii vibe! Gameplay is smooth, especially when you understand a bit of orbital physics! Great entry!
@curtis-pelissier the game is called type two so the goal is to get to type 2. It's written below in a sentence as well. So yes it's not very clear but with some guesswork it should be deduce able. 😅 400 YW as energy rate is needed
like this ! super old school but atmosphere is peace and beautiful! UI is also great.
I definitely like the concept, sometimes it can feel really satisfying, but the game itself in this state felt really difficult and frustrating at times though.
The frustrating bits:
- When trying to adjust the orbit tapping the space bar twice or thrice sometimes got registered "full stop" and used up all available fuel to slow down the satellite as much as possible. - The hitboxes for the satellites would be alright in relation to the debris, but them colliding together feels like it should be more forgiving, especially in the context of them being satellites they shouldn't have a hitbox as big as the planet looks to be here in the game. :sweat_smile: I'm not against satellite to satellite collision, but it should really only happen when they're completely overlapping imo. Also whether only one or both satellites get destroyed by that felt very random. ^^' - Some sort of "spawn protection" for the satellites as they get sent out would have been cool, it's very easy to only focus on the tip of the arrow and concentrate on getting the orbit just right, and then completely forget to check if the path is clear and accidentally end up destroying one of your most productive satellites. - Debris spawning right inside one of your satellites... happened at least 3-4x in every playthrough so far :sweat_smile:
Nice to haves:
- Better control over the satellite, even just another key to accelerate the satellite instead of decelerate would open up a lot more strategy and fine control. - Debris notice in advance, making it enter from the far side of the screen, something like that to be able to prepare. - Making the planet's orbit visible. (at least with my strategy of making them all orbit in the same direction to avoid collisions and as circular of an orbit as possible, using the tangent of the planet's orbit as a base)
The good:
- The UI design, it's minimalist and retro in the best sense, good job there! - Cool concept and setting, definitely not what I would have thought of when I saw "collector" being the winning theme! - It's super satisfying to see how the projected orbit changes as the satellite gets closer to the sun or decelerates, generally also just the whole orbit mechanic is very well done and well communicated to the player with the moving 'x's matching the speed that the satellite would do at that point of the orbit. Sure a preview would have been nice as others said, but I think it works well without it, after your first 10 or so satellites you already get a decent feel for how the orbit will turn out. - The game might be super difficult, still haven't beaten it, but it does feel like a challenge I want to try again and again, well done there too! :3
Nice job overall, keen to see what else you all have in store in future game jams :3
I'm not smart enough for this game but love the way it looks and plays. It's so cool to see the orbit path adjusting and managing all your satellites
Colour palette like an old CRT monitor, and orbital mechanics. Very nicely done. Satellite collision seems a bit too eager (larger hitbox than expected) but this is fun to play!
I love the theming!! very solid andcohesive game. Its fun working out new strategies to try to maximize energy collection. I settled on making a ton of sattelites with oblong orbits so they nearly all the time there is at least one satellite really close to the star
@aurora-bee Thank you for your detailled feedback, we apprecheate it!
I enjoyed alot about the way this game is presented. Love the art style and the sound design. Struggled to understand what I was doing but sound affects were very old school. Love it
There's surely the distinctive style in such visuals, but I coudn't get rid of wanting to hear voices from the "Planetes" anime))) Theme was sooo close! Thank you for your work!
So i made some fixes it should be winnable now :D @aurora-bee i also changed the hitboxes and the debris a little should be a little less frustrating now.
@letmebeme thanks! my new high score is now ~1.1 Kardashev, still some ways to go but it definitely feels smoother now and more possible to win :3
I love them orbital mechanics! Great premise of the game, nice controls and orbit manipulations! It was mentioned already, but yes, seeing a path before releasing the mouse button would be nice. Simple on the looks but complex on the mechanics. Beautiful job, thank you!
Like the vibe and mechanics. It’s cool that you can launch new ones to cause collisions on purpose and save the ones you want. In the early stage the game feels a bit hard to tell if I’m doing okay and maybe some clearer feedback or a small progress hint would help.
Game has great atmosphere and feels quite nicely polished. Only issue I could see was that occasionally when adjusting the orbits with space it seemed to get stuck and burned all my fuel even if I released the key, that was quite annoying. Other than that the game is really well done. Great job!
Cool idea, would be nice if there was some launch pad preview, and a highlight on the currently focused satellite
Very interesting concept, the controls were just a little hard to understand as I hadn't understood what the little crosses meant nor that I could beep the right mouse button pressed (maybe it's just that I didn't read the instruction well enough :joy: ). Once I understood that, the game was quite fun! Well done!
@Mibi88 no no, i think our tutorial is not the best sadly, :D what was your score btw ?
I don't remember, I haven't taken a screenshot.
Cool game, the math for the planetary motion must've been awesome! Wasn't too sure how to control the satellites after placing them (or if you can at all). In the end I just sent a ton of satellites on kamikaze missions to generate energy close to the star hahaha. Capture.PNG
I spent a few goes launching satelites directly into the planet, before figuring I need to launch them tangentially :smile:
Pretty cool - would be good to have a little more visual feedback on the 'collecting' part, maybe some rays of sunlight for when the panels are facing the sun etc.
Screenshot 2025-10-20 220022.png
Screenshot 2025-10-20 215739.png
Maybe it was the music, but this game really gave me some Kerbal Space Program vibes, and I liked that a lot (although I was blowing up more satellites than making them stay in a stable orbit haha) Great job though!
@johnnysix great idea! I will think about how i might integrate that :D
@rubixnoob13 thanks! yeah Kerbal was a big inspiration for us
@volcanoeyes pressing space should brake the satellite you selected, hovering selects a satellite. At least thats how it should be :D