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Interplanetery post's itch.io pageJudge feedback
Judge feedback is anonymous.
- Gameplay: Asteroids controls without the screen-wrap. The physics are super exaggerated, which is fine in general, but the lack of screen-wrap just means you as the player get lost. With these types of physics/momentum games, the bounds of the player area are critical to establishing how you set the in game physics. In Interplanetery Post, the "0g" space is too much of a contrast from the dense heavy pull from the planet, making the sweet spot difficult to establish, and resulting in players getting lost, because it -feels- like the player has to go full blast to escape the field, and then they are already basically done and gone. Dialing in the right amount for this is hard, and is something you should do with people who have not worked on the game as it's easy to think the feel and balance are better than they are because the dev team is more familiar with how it works as is.. Creativity & Innovation: Love the mail concept for building connections, and an asteroids style game that is non-combat. It turns the game form an action game into a physics puzzle game with a fun skin. Theme Adherence: Solid theme adherence. I wish there were little letters or notes or something upon completing the stages to tie in the connections aspect more. Playability & User Experience: The UI is strong and the controls behave consistently. Art and Design: Stellar art for this all around, BGM was a good choice. UI was clear. Overall Fun Factor: I can see the fun in this, but it is currently hindered by the issues I mentioned about with how the physics are playing out right now. An important thing to keep in mind when making/designing games, is that at the end of the day the intent is for them to be winnable so your player gets a sense of satisfaction, so the game -feeling- winnable is really important. (Be this through building difficulty through stages, or base game feel/difficulty/etc.) As an overall comment: Fun concept that's a bit rough around the edges, but I'd love to see more in the future!
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Comments
Shame there's only 2 levels (or is there), but the game felt rather polished with style and sound! Took me a while to actually land the rocket. The reliability of controls are a perfect ten, but I guess if factoring in pilot error it's closer to a four...
The physics for controlling the rocket work quite well and predictable. However I find it a bit annoying that it very easy for the rocket go outside of the camera view, and then you don't know where it is anymore. Maybe a follow camera would help? The game has nice pixel graphic and good potential!