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(+1)

I wish the controls were a little bit more slippery -- take a look at the original Asteroids to see how they handle inertia and player movement.

As it stands, the game feels a bit too easy -- I only ended up losing controls because I flew my ship into an asteroid on purpose. There are a few ways you could go about adjusting the difficulty:

  • introduce inertia to player movement (see Asteroids)
  • have more asteroids moving faster
  • restrict the play space to a single area overseen by a static camera; when the player goes out of bounds at one edge of the camera, they are teleported to a corresponding point on the other side (again, see Asteroids)

I would also encourage you to make sure your UI scales properly: It took me a bit to notice the elements in the bottom corners: consider moving them to the top of the screen, since I think players' eyes are more naturally drawn there in arcade games.

But considering the time constraint, y'all made an excellent foundation for a really fun game. Keep up the good work!

(+1)

Thank you for the detailed feedback! I hadn't considered making the controls looser, giving turns inertia would be the first thing to try I think. It could result in a much more interesting experience and it would have fit the theme better.

Unfortunately I wasn't able to find a playable version of the original old Asteroids game online. I had to settle for some similar games for my inspiration. I probably could have had I looked harder, but I didn't want to sort through the other 100 games that decided to name themselves Asteroids.

Difficulty is definitely something to be improved on. I agree that it is much too easy as it stands. I had planned to increase asteroid spawning or speed with time, but when combined with the added difficulty when you lose a control I felt it would lead to an exponential difficulty curve. While thinking of how to adjust spawning to account for parts lost I forgot about it entirely and ran out of time to add it.