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arda-guler

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A member registered Dec 31, 2022 · View creator page →

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Lovely game. It took me quite a few tries to get to Frank's Star Hut. What I didn't notice first is that you have to mount things to the chasis for them to work.

I think the life support in the game is always running at the same rate (food/day) relative to an outside observer(?) I think it should be adjusted to the experience of the traveller. Traveller's experience of one day should match an outside observer's many days. (A traveller travelling close enough to the speed of light should be able to go "anywhere" within their lifetime, if the expansion of the universe is ignored.)

A revolutionary take on game design. I love how deeply it simulates the act of queuing with all of its many intricacies. I used to dislike queuing whether that be in real life or, say, in a multiplayer game lobby; but this single-player act of queuing has really displayed the act from a never-seen-before perspective. I dare say I am actually tempted to try queuing in real life once again at the first opportunate moment I may find, so that I can enjoy queuing the way god almighty intended. The tone of the gray background was chosen to reflect the atmosphere of waiting in a queue in the best manner. The choice of the font, and how the button moves from one part of the screen to the other... It's like watching a well-designed theatre play, in a way. Now, one might say waiting in a certain queue is quite a different experience than waiting in some other queue, but I think, essentially, there is something common in all queues, and that this experience somehow managed to capture that essence and build up on it. I hope a wider audience enjoys this experience, taking it all in - and I know, for a fact, that none of them will play "Keep Queuing" just once.


You are the planetary defense officer of a small civilization in a forgotten corner of the galaxy. Your task is simple: command the missiles and shoot all that threatens the existence of the colony.

The planetary defense system is comprised of an early warning observatory, a missile silo and some number of missiles recovered from the old war stockpile. The observatory will identify your targets, and you will be in charge of the launch operations and missile guidance systems.

You will have more details from the governor herself, once you are settled in the control centre. Please check your emails.

And please do not fail us - our future depends on you!

https://arda-guler.itch.io/pid-or-rip


https://arda-guler.itch.io/kelaynak84

Kelaynak84 is a combat flight simulator, with minimal wireframe graphics, somewhat similar to first Microsoft Flight Simulator, but even more similar to the influential 1984 space flight and trading game Elite. Fly between cities, trade commodities and dogfight air pirates!

The flight model is not a "physics imitation" as it was in Elite and some early PC fighter games, but an actual physics integrator like in modern flight sims. Not to discredit the achievement of programming something like Elite in those times, of course.

There are three cities in the game currently, each selling airframes and turbojet engines with different capabilities. Improve your vehicle and try new components.

Hop into the cockpit, fly around a bit, tell me about the bugs you find! Kelaynak84 is not yet complete, but the core game mechanics are there - most importantly, dogfights!

If you want some quick dogfight action, you can put yourself in 1 to 1 matches against the AI using the "quick_dogfight" executable. It is a lot of fun, perhaps more than the core game itself as-is.