Ah, this was such a good little experience! Both the flying and the platforming felt really good, which is very impressive for a game made under such a time constraint.
Some nice things that stuck out for me: - The planet that was covered in an inpenetrable layer of trees was a really fun setpiece. - The radar was intuitive and well-integrated, it didn't take me long to work out what it was. - The dialogue system, though simple, was built well and added to the atmosphere of the game. - The two planets you explore have different platforming mechanics - the grassy planet being straightforward and the blue planet using physics objects - and this give them their own identity beyond just being visually different.
Was there supposed to be anything on the purple planet?
If I could offer some feedback, it would be to tie the discovery on the hollow blue planet into the narrative reason for visiting the sun. As soon as I retrieved the glass and the ship was made heat-proof, I attempted to explore the sun, but it didn't open up until I visited the blue planet. Maybe the crystals that exhibited signals of consciousness could whisper about *secrets* hidden in their star to point you towards it?
Regardless, this was a lovely game, well done all!
When I realised that I was being chased by drills that were actually digging down (rather than it just being a constantly descending death wall), that was a really cool moment. I love that your adversary uses the same mechanics as you do.
The visual raycast with the dot was a nice way of showing which block you were mining!
I did find the ending a little abrupt, but overall it was a fun game!
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!
LD48 — Deeper and deeper (3)
Endeavour by leekanarchism 2021-05-01T10:21:52Z ♥ 1
Ah, this was such a good little experience! Both the flying and the platforming felt really good, which is very impressive for a game made under such a time constraint.
Some nice things that stuck out for me: - The planet that was covered in an inpenetrable layer of trees was a really fun setpiece. - The radar was intuitive and well-integrated, it didn't take me long to work out what it was. - The dialogue system, though simple, was built well and added to the atmosphere of the game. - The two planets you explore have different platforming mechanics - the grassy planet being straightforward and the blue planet using physics objects - and this give them their own identity beyond just being visually different.
Was there supposed to be anything on the purple planet?
If I could offer some feedback, it would be to tie the discovery on the hollow blue planet into the narrative reason for visiting the sun. As soon as I retrieved the glass and the ship was made heat-proof, I attempted to explore the sun, but it didn't open up until I visited the blue planet. Maybe the crystals that exhibited signals of consciousness could whisper about *secrets* hidden in their star to point you towards it?
Regardless, this was a lovely game, well done all!
Don't Duck With Me by bfernandes 2021-05-01T09:59:06Z ♥ 0
When I realised that I was being chased by drills that were actually digging down (rather than it just being a constantly descending death wall), that was a really cool moment. I love that your adversary uses the same mechanics as you do.
The visual raycast with the dot was a nice way of showing which block you were mining!
I did find the ending a little abrupt, but overall it was a fun game!
Quantum Genesis Hyperspeed Space Redux by Tim Leach 2021-05-01T09:50:33Z ♥ 1
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!