Thank you for your feedback! I still haven't been able to nail down the controls. Being able to move in four directions and potentially losing thrusters on one side after taking damage is a gimmick I kinda enjoy, I'm not sure how that would work with arrow-turning, but I'll give it a shot. Might give up on the whole directional damage system altogether. Trailer needs some work, I agree. The leaderboard is sadly for tracking own progress only :)
Ghostly
Creator of
Recent community posts
Greetings! I recently released a demo for Aste-Droyds, a classic Asteroids-like with fully physically destructible asteroids. Trailer available here:
This game began 4 months ago as a learning project whose difficulty I had grossly underestimated, but over time it has matured into something I'd consider showing to other people, and possibly even expanding into a bigger game worthy of a full release. This is where I need your help.
I would like to gather some feedback, in the following areas specifically:
- The tutorial: Is it too annoying? Too verbose? How good a job does it do?
- Performance: A lot of expensive calculations happen when large asteroids collide or split. I'm aware of the issues in the WebGL version, and optimizations are on my to-do list, but for now, how bad is it, in your opinion? Does it ruin your enjoyment of the game?
- Balance: Overall difficulty curve, as well as how balanced do you think the upgrades, subsystems and weapons are. There are a lot of stats that you can alter!
- Last and most important: Would you want to play more of this? I have a lot of features in mind, but I'm still not convinced whether my implementation of the formula works. I have lots of planned features in mind, but I need to be sure that my foundation is solid enough to expand upon.
Feedback in all other areas is also more than welcome. Please mention how far you made it into the game (Wave number). Thanks in advance!
Thank you for the feedback! Yeah, blaster might be a bit OP :) I'll fiddle with weapon values and upgrade costs until it feels right. Honestly thought it wasn't an instant upgrade if you leveled up the plasma beam somewhat before unlocking it. Did you upgrade beam damage or caliber? The former does little against rock asteroids without the latter, I need to communicate that better.
As for the tutorial breaking, did the first asteroid never spawn for you? If you kept moving, you might've missed it, I'll alter the spawn logic to avoid that, but if the Wave 0 never began, that's a headscratcher.
As far as completeness goes, it's honestly hard to say. I still have half a dozen features I'd like to add, plus a proper endgame/bossfight, but part of me wants to call this project a done deal, it was never meant to be a big game anyway. I'll address all the feedback I've gathered for now, and try to gather some more to see if this game is worth developing further.
I thought I'd eliminated all possible issues with the tutorial, save for the asteroid possibly not shattering correctly. I did not test it extensively in the web version though, bummer. I'm uploading a downloadable version with a skippable tutorial now (can't believe I forgot about it), web version when it finishes building.

