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(+1)

This game has some cool mechanics that was fun to explore. The music and audio in general was also pretty good. It has some humorous writing as well.

I know I said the main mechanic is cool, which it is, but it was also wildly frustrating/unintuitive for me as well. My main problem with this is that it is too hard to predict the path of the planet motion to have any meaningful pre-planned asteroid shooting. I would try to line up my asteroid in a place where I think the planet will cross on its path to try to push it, only to find out that the planet will not go there, so I would miss my shot entirely or do something I didn't want to. In the end it would devolve to something akin to me just trying to shoot the asteroid as near the planet as possible as fast as possible. I know this may have come from a place where you want to simulate real orbital physics, but sadly for me it doesn't always mean it translate to a fun game. If there was simply a line drawn showing the predicted path the planet would be going, then maybe this could be solved, but I'm not quite sure if you can do something like pre-calculate the physics interactions of the physics objects either.

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thank you for your valuable feedback, yes it definitely requires a good intuition for newtonian physics. we’ll look into how to make hitting planets easier without removing the challenge for experienced players (maybe we can generate more predictable orbits for the easier difficulties). With some more optimisations it might be possible to predict the flight paths a few seconds ahead. (the asteroid prediction uses a static estimation, making it super fast, but that only works because they are so light compared to the sun). Or we could teach the player more about how the planets move with a more extensive tutorial.

And i definitely have to tweak the difficulty assignment. Right now it switches players to harder difficulties way to fast.