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Moonshot - Luna Lander's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #32 | 3.818 | 3.818 |
Graphics | #45 | 3.909 | 3.909 |
Innovation | #81 | 3.273 | 3.273 |
Audio | #121 | 3.182 | 3.182 |
Overall | #230 | 2.636 | 2.636 |
Gameplay | #239 | 2.455 | 2.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/SoroushHasanpour/Moonshot---Luna-Lander
Theme interpretation
A combination between the literal interpretation and figurative - combining them in a game about the difficulties of landing on the moon with no assistance.
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Comments
I like the concept and graphics (the visual style is very original). However, I have a couple of recommendations:
1) You need a HUD that would indicate the FPV (positive and negative) on the radar plot and flight director. For inspiration, you can explore the control panel of real spacecraft
2) Also, for the game need a radio altimeter.
3) in fact, spaceships have several turn control modes: indication of angular velocity, the direction of rotation and direct control, and as I understand it, only the last control mode is implemented in the game, which is very rarely used IRL. Also, the inversion of the keys is a bit confusing, the fact is that traditionally only one axis of rotation can have an inversion of control - this is the pitch, I understand what the logic is, but the control of any aircraft is always designed in such a way that it is convenient for a person (the control must be ergonomic).
4) It seems that the game aspect ratio is 4: 3, but I doubt that such monitors are still left, the vast majority use monitors with 16:9. I think you should also focus on this aspect ratio, and you can use the additional areas on the sides for additional game elements.
I really like the graphics and the incorporation of HUD in to the game. Some more exposition about your goal and controls would be a huge improvement.
Thanks for rating my game and submitting your own!
I loved the graphics. I had a lot of trouble controlling the ship, but that's sort of the point I guess. I think the first time I played I ran out of fuel or something, because my controls stopped turning the ship. The second time I got to the moon and flew through it. So I'm not sure exactly how to LAND on the moon, but I really enjoyed the initial process of spinning around to find the moon in my view and then making my way to it without burning up too much fuel. Cool concept. And again, great graphics.
Unfortunately the music didn't work for me (windows). Not sure what was up with that.
There was a bug with the music where you have to press on when the game starts, should default but im looking into it. You're supposed to just land on the moon just like a normal craft so its super weird that the collision didn't work, never had that problem myself but i'll keep trying. Thanks for playing.
Maybe I actually crashed into it. I think I ended up like spinning around uncontrollably after or something. Not sure why I forgot about that when commenting earlier.
Oh hahah yeah you crashed into it:D
Wow, I liked the music and the graphics. I am a bit of a sucker for pixelated 3D stuff, so there's that. For some reason the controls for O, P, B and Space weren't working, so I couldn't fly the ship. I could just spin around. I am running your game on Linux through wine, though, so a Linux build might fix it.
Thanks for the feedback, Im glad you enjoyed parts of it. Had no real way of testing Linux but will try and look into it.
The concept is cool, I love the art direction.
As it was said a few times, a tutorial would help. Understanding that G is for fuel took me a while, a few icons would make this much smoother.
Some commands felt unresponsive, I didn't understand what, if anything, was really happening at times. I don't know if it's a bug but sometimes the sound effects didn't trigger when pressing a movement key, so it also contributed to that feeling.
I keep pressing forward but nothing seems to happen except losing fuel, am I missing something?
Thanks for the feedback. The sound issue was also one of those things that I just didn't have time to really fix. The coordinate system at the top + plus the forces data should tell you if you are moving, it was kinda the challenge of creating a game about a spacecraft moving at a bit more realistic speed as there are very few references for movement. I wanted people to figure out some of the HUD by just playing, but will have to do a better job with that.
Real good game but takes time to get the hang of it, a tutorial is in order or maybe onscreen showing controls at all times
thumbs up
Agree about the tutorial, It was in the game but I had to axe it in the last second as it wasn't working correctly and there was no time to fix it.
This is very cool (in fact, I started out the jam trying to make a game much like this.) Here's some bullets:
I love the concept and I think it could be something very cool if it was developed a little more.
Thanks for the feedback, much appreciated:) Was afraid of the two last points, think it was just one of those things I got pretty good at during development so I have no idea how difficult others find it. Gonna have to try some more.
Good job finishing the game.
+ graphics are cool
+ concept is cool
+cockpit view is awesome
- font is tough to read
-controls are not intuitive and also too many to remember
- needs tutorial
Thanks for the feedback, appreciate it a lot:) Yeah want to go for a somewhat hardcore sim-like but need to have some sort of fleshed out tutorial for it all to make sense.
I love the aesthetic and chromatic aberration of the project. Great job on making it through and finishing the game on time. I agree with your game description, it has been one difficult and bizarre year :/
I am curious to see how this project will turn out if you plan to continue it in the future. I think I would have appreciated more directions or indicators on how the buttons navigate and the numbers on the screen. I got a bit lost on what to do next during playing.
Thanks, glad you liked it:) Yeah the plan was to kind of go light on the tutorial but would like make the learning process a little bit more natural.