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Asteroid Drift, a high-skill spaceship piloting arcade game

A topic by BarryHerbers created 73 days ago Views: 114 Replies: 6
Viewing posts 1 to 2
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I just released a spaceship piloting arcade game, Asteroid Drift. It's small, but I'm very proud of how it turned out.

The guiding principles behind Asteroid Drift were minimalism & inertia. I wanted to make a challenging game based solely around a minimal, intuitive control scheme. Something that makes sense in 2 - 3 seconds, but takes hours to master.

Finishing the game is plenty challenging, but each level is also scored only by the time left on the clock when you finish, and you'll be awarded a medal based on that time. I think shooting for the golds is quite an addictive process (there may be a secret dev time medal if you get even faster too).

~1.5 hours to beat

Asteroid Drift was built with speedrunning in mind. A playtester currently holds the record for a full-run: 7:21.64* is the time to beat - "Nick's Time," may it live in infamy.

Game link: https://barryherbers.itch.io/asteroid-drift

it looks really nice from the video! you should probably tag the uploaded file to indicate that it's a windows-only executable btw, I thought it might be cross-platform since there was no platform indicated (I'm on mac) but no such luck

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Oh I didn't even realize I had missed that. Thank you for pointing it out! I'm sorry I couldn't release it on Mac :(

releasing on Mac is a gigantic pain so I completely understand. whenever I fire up my old windows partition I'll try to give this a play

Gave this a go today. Really well made, high level of polish! The graphics are simple but everything works together; the particle effects give it a nice bit of flash. I really like the detailed save and retry feature, and the medals are motivating to play for even though I'm not good at this type of game. The difficulty curve of the levels feels well-modulated and I like that damage taken is proportional to speed rather than the player simply having a fixed number of hits. 

Something that might be nice is if a player retries a level they just beat and dies, they could have a secondary option to advance to the next level instead of requiring them to clear the level again. I also feel the absence of sound effects; just a few well-chosen ones for thrust, taking hits, and exploding would really give the game a little more kick.

Overall you did a really good job with this.

Oh thank you so much! I'm so glad you enjoyed it.

And you're definitely right; even during testing the ability to 'continue' after death if you'd already beaten a stage was brought up, but I just wasn't sure how to implement it so just kinda hoped the 'level select' screen would be enough since you can always press the next level there, but it's not an ideal solution.

I should probably just have migrated the continue and retry buttons from the victory screen and hide the continue button if the level has yet to be completed in the save data and always default to retry even when both appear

Thank you for your kind words and feedback :)

It was actually not apparent to me that my progress was saving at all or that there was a level select until I quit the game and reopened it to check that very thing. Not sure how that could be made more obvious or if I'm just silly