I tried a few playthroughs, and it seems like the randomness of the rock positions is more a deciding factor on success than my reactions. In one case, I got unlucky on the 2nd wave and every single position had a rock, so there was no way to dodge. In the future, I'd make sure to put a limit on the number of positions that can be filled with rocks and maybe have the number gradually increase over the course of the game.
Also, without using the speed up ability constantly, I don't think there is enough reaction time to dodge the incoming rocks in time depending on their position since the ship doesn't move very fast without it, but the spinning background actually made me a bit dizzy when I did this. I recognize that this is the method that makes it appear the player is moving since the ship is actually stationary, but I'd recommend keeping the stars as they are, and rotating the player around a center point instead to avoid visual over-stimulation. Giving the ship a bit faster movement in its base state and limiting/discouraging constant use of speed up is a an example of a way to provide better risk/reward mechanism so the player doesn't just choose to only go fast or slow (which will make the mechanic self defeating)
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Team members
Jair Anlas
Software used
Unity
Use of the limitation
the player cannot stop moving
Cookies eaten
uhhhhhh none? i did eat a few reese's cups tho
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