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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
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Comments
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.
Yeah, the ship damage system is one of the next improvements on the list. This should remove that very efficient collection option. Thanks for trying it and for your comment.
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!
What a cool game!
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 :)
Really cool idea that I'd love to see expanded. Good job. The music was great too. Very atmospheric.
Thanks for playing my game and leaving a comment.
Enjoyed the background story you wrote for this. Overall great job!
Thanks a lot for trying my game and leaving a comment.
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.
Thanks for trying my game. I am definitely adjusting the movement. I think in the Windows upload the movement is already a little faster. I might see if something like a flip would work. Thank you for your comment.
Cool game and chill music to relax until I ran out of asteroids xD nice job! I hope you keep working on it :)
Thank you for trying my game and leaving a comment.
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
Thanks a lot for trying the game and the nice comments.
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.
Thank you for your nice comment. I have not uploaded the new version yet, but I'm currently working on VOs for the Sokoban and to have sounds included. I think it's the most lacking part of it... and then there are too few levels.
I have added a Windows build to the game page which fixes the sound issues. Apparently, the WebGL implementation does not like multiple sub mixers.
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 :)
Thanks a lot for playing my "game" and leaving a comment. Yes, there is a lot missing. I am currently implementing the spawn system that allows you to fly in any direction and find new asteroids.
Good luck with finishing the development, obviously has a solid base
Thanks a lot for playing my game and leaving a comment.
This looks really neat.
Some thoughts:
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?
Thanks a lot for trying out my "game". Yes, there is still a lot to do. And I will definitely look into the movement. Thank you for the comment.