Simple, but pretty fun! I like the idea that you're having to work off a debt, rather than accumulate points, definitely gives a scoring system a clearer goal. Since bumping into the asteroids doesn't damage you though, I found it easy to just go right into the middle of them and collect the loot as soon as they're destroyed, made the resource hunting a bit less engaging. Very enjoyable overall though.
Play game
There is No Heaven's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #247 | 2.750 | 2.750 |
Music | #262 | 3.250 | 3.250 |
Aesthetics | #389 | 3.193 | 3.193 |
Theme | #502 | 2.523 | 2.523 |
Fun | #506 | 2.568 | 2.568 |
Mechanics | #521 | 2.489 | 2.489 |
Sound | #541 | 1.920 | 1.920 |
Ranked from 88 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Yes. Some from Itch.io, Kenny and OpenGameArt.org and from Unity Open Project #1
Link to your source?
https://github.com/vendolis/ThereIsNoHeaven
Comments
Ok, I uploaded a post Jam fix that removes some of the UI issues as well as the limited number of asteroids and the missing SFX.
You are now able to mine as many asteroids as you have time... it will never end. But the game has also no ending at this time. I will work on more features in the future. The next one will be asteroid collision and a damage model for the ship.
It took me a moment to understand you don't have to shoot the bits from the asteroids but rather collect them...
A good thing to have would be some indicator in which direction the next asteroids can be found if none is on the screen for some time, or possibly have some "scan the surrounding area" function that costs money.
Keep on working, good job so far!
First felt a little uneasy about the fact that I again need to earn money. It's like I'm back in the office for work. ._.
this is a very good foundation for improvement and new features. there is a strange feeling that from the music and the background you seem to be meditating.
it was nice to play.
Nice job with the background, music, and story. Not sure if this was intentional but looks like the turret shots move at the same velocity as ship and if you are moving in direction of shot, the turret looks suspended onto the front of the ship. Possibly making the turret shot a bit faster will avoid this issue.
Hi congratz on your game :) It can be a fun game to play if the right improvements. SFX/music is good. I think that maybe turning should be more smoth?
One more thing it took me like 10 asteroids to notice that I should colect that colorfull things that came out of then after exploding xD hehe
If you have the time please play my game and give me your honest feedback :)
Enjoyed the background story you wrote for this. Overall great job!
This is an intersting concept and I really cannot wait to see where you go with this!
So far my only issue besides the lack of upgrades and stuff is that there is no indicator on where the next asteroid is so I just started traveling in the map indefinitely and really had no idea where to go and where to continue the game.
The sprites look cool and I do love the parallax effect on the star background and the music was to die for!
Thanks a lot for trying out the game. Yes, I also want some indicators on screen for Asteroids that are off-screen. At the moment only one "field" of asteroids is spawned. I am currently working on a system that will automatically spawn new fields when you move around. There is really no game there yet. I need to get the spawning done. Then I will look into other elements like collisions and other miners that might attack you.
Thanks a lot for your comment.
I like the movement controls you use. Not the usual space controls, and I think it will actually work nice if you add stuff like 180 quickturn button.
This a was a really fun and relaxing game! I love the sound track and shooting the asteroids helped me relax and get all my stress out so extra points for that haha
Great job :D
Really good execution, so far. I like the plans you have stated in your "Open Points". Based on how well-thought-out your Sokoban game is, I believe the "full release" version of this game can be really noteworthy.
Good game! It was fun but felt weird how I stopped in space instead of following my inertia. haha
Thanks a lot for trying the game. I was thinking about inertia gliding. I think I will give it as a key that you can flip. My thought was that you have engines that will slowly stop you. They are not as strong as your main engine but still will stop you. Like when you're able to move backward. .. But a gliding mode might be fun.
I like the stars in the background and camera movement but I didn't have many asteroids to shoot at after venturing off course. maybe a pointer, mini-map, zoom or invisible walls might help with that. The music had a kind of FTL feel which I like. nice work :)
Good luck with finishing the development, obviously has a solid base
This looks really neat.
Some thoughts:
- I absolutely adore the parallax effect of the stars. Is it 4 layers in total? It feels great.
- The camera delay is also perfect for this game.
- You already mention that the damage to the ship system is in open state. Because of that you can just get the ship on top of the asteroid, destroy it, and collect all the materials without effort :D.
- I understand what you want to achieve with the controls, but perhaps having the movement mapped to the input direction while adding some inertia to the ship would be more intuitive (if I remember correctly, space rangers 2 did it that way, but it's a long time, may be not :D).
- The asteroids spawn with very neat spacing with each other, nicely done.
Good job so far! Keep at it!
Thanks a lot for trying out my "game" and giving me some comments.
The parallax effect has 6 moving layers and one static background that moves with the camera. I have adapted the parallax effect script from here to basically take a list of layers and animate them based on the number of layers you give to it.
Yes getting inside of the asteroid before it blows up is the most effective way of getting all at the moment. But that will not work when the collision is in :-)
For the movement, I think I have to see how I can adjust it. I like the concept of turning and accelerating/decelerating, but at the moment it feels too sluggish, I see that. It works quite well when you have some movement speed and I like to zoom around, but esp; when you have no speed build-up yet, it feels too slow. One option is to just make it faster, the other is to put it in the "upgrade system" to get better engines. I tend to favor the latter one.
For the asteroid spawning, I use a uniform Poisson disk sampler. It is based on the one from this article, which I adjusted to unity. It works quite well.
Nice visuals (especially the parallax background, love it) and the music fits the pace of the game really well.
I feel like the controls are a little too slow, maybe increasing the rotation speed could help?
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