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Bad asteroids!
Fun idea, great music and sfx fitting really nice. (Well, if you consider the title, we might think if it fits ;) )
UI is simple, yet effective. I don't think there is any info about how many fruits you need to get to build a soldier?
I also disagree a little about the choices you made regarding steering - the WSAD and shooting is obvious, but I'm not sure about the rest - the change between actions feels a little strange to my. Id personally remove the pickup as action, and try to pickup automatically on entering, as it works with delivery of the fruit. But I think I get the idea why it is done like this :)
I think the game needs a little more tuning, but I know from personal experience with this Jam, its something that's not easy to do in a given timeframe. I mean - at first I thought - hey, the soldiers are OP! Than I realised I can fire like a machine gun and I oneshot everything (should it be like that?) while being indestructible ;)
Nice! A lot of cool features for such a short time period.
The direction markers are cool and steering also feels good, after getting use to it.
I personally could use a marker for a car, because twice I spent way too long on searching for it :D The issue here is, that because the planet is basically featureless (I mean that there is nothing really standing out on the surface) you navigate only by shadow, and it moves!
What I quite dislike to be honest is SFX (engine) and music not looping. It really bothers me (but its probably me). But all the other sfx like picking up the delivery are nice and fitting. (Other than that non-looping feature music also fits nice.)
Great idea - I really like hexagonal tiles here. I really like this one, the music sometimes gives "Surviving Mars" feel, which is nice (its maybe a bit too diverse for my personal taste, but it might be a plus to someone). SFX limited to UI fits well and addds responsivenes, but I think they are a little too quiet compared to the music, and Im not sure if there is an effect when I select a tile, sometimes I think there is (on a landing pad) but sometimes I dont hear it. Dont know really :) One little thing in resources I would like to have is amount of free houses (I know I can count it, but I have a feeling a direct information about it would not be bad).
I fund a little bug, when you restart the game after 10 deaths the volume slider goes down to 0, but the real volume stays as it was before. Nothing big, but its there ;)
I miss a little 'go to main menu' button, for to check the story or hard- restart i need to reload a page.
There is nice potential to expand if you ever want to go that way, and the top UI is really (really) neat!
Hi, thanks for playing :)
The satellite placement is indeed quite tricky. Its based on normal of the ray hit from cursor to planet collider. Im not 100% happy how "top to bottom" works, but I think the bigger issue now is that satellites use real mesh collider, which is not really a sphere, but simplified mesh of the planet.
With spherical collider they were more responsive and smooth, now they jump a little. Don't know if this is the thing that bothers you, but it bothers me ;) and I will probably change it, but it requires going with 2 colliders on one object and I didn't have time to try this.
A lot of good things done here, the level design, cutscenes, story, fighting and stealth mechanics - nice. Its quite hard to hit the guard in the right moment - I died twice together with the guard :) But I guess it is like that when you are not proficient with the sword ;) Great choice to have save-points.
Now, as mentioned before sfx would help a lot and some music probably too, but event this little atmosphere is good to have, so good choice to us it, even if it is basic, that helps. Also - for me the running seems unnecessary - or rather I should say - walking. Maybe we could have run as default and walk as shift modifier, that would be easier on my pinky ;)
And I feel a little metroidvania vibe, thats nice. Was waiting for more items other than sword (but surely, this is not necessarily the scope for a game jam)
Thanks a lot!
That's a nice idea. In fact, the mechanics for this is ready and it won't be much trouble to implement (other than playtesting) with not only different HP but also different enemy spawn rate. Together with endless mode someone else suggested, it would make nice little diversity in gameplay. I will remember these tips for the future and next jam :)
Thanks for feedback and your time :)
Glad you found this message/questions ;)
You are right about both things. I left remake of the UI to graphics till the end of my time windows, and well... Next time I will know better how to approach it, as it doesn't work as intended. Explosions sounds are also after-midnight addition and would need replacement. But it will have to wait until the end of the Jam.
First, I want to thank you sincerely for taking your time to play and for this amazing feedback. I am trully blown away by this happening. Thank you!
Second, thanks for the constructive critique. There are some things I didn't think about (the sound control being important for youtubers). Also the tweaking of gameplay in terms of it being slower is very good advice, that I didn't think about at that little time I had to spare for one of the most important things - balancing. I have it coded in, so its technically easy, but there are so many dependancies and links between systems, balancing that would take a lot of time to get just right. (And im not happy with the current balance TBF, but that's a different story)
The satellites ring not disappearing when cursor is off planet, is such a facepalm moment :D
Cool little thing - the planet comes from the theme of game jam (Tiny Worlds) and all of that satellite thing also came from planetarny defense idea, but it did hit me during development, that space station would probably fit better, and maybe has better storytelling potential.
I would love to adress every other point you make, but I shall just say: UI was done too late and mistakes where made. (For example simple prototype ui had keybinds in, but I didn't include them in graphic version. Bad move.) Great feedback here on the interface. Explosions - 100% agree. Just the code behind it is too clunky to add it quickly and the time pressure didn't allow me to do it properly. But lessons are learned. There should be more feedback on planet impact, but this might come in version 2.0 if I give it a go (and there are lots of possible ideas, with different defences, enemies etc)
About the story - there is one ;) But obviously I failed to deliver it, and its on me. The strange, kinda unfitting music also serves this purpose (its mine, so it shouldnt invoke YT claims, but who knows with the YT algorithm...) but I have to agree its not my dream track ;) To see the story better, you probably need more factories, and they are not so compelling to build I guess. (While Im on it, I wanted to remake steel to composite or something, but decided to postpone it as I was on the timer, and it didn't make it into the build. But you show me how important this little detail really is!)
And last, but not least - thank you 100 times for your kind words about my game and encouragement for the future. I think I might dig deeper into this idea. If someone else than me find it interesting - there is nothing better to jest.
I think I should stop this essay now ;)
Thank you again for your time. I very much appreciate it.