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TheShoes

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A member registered Aug 05, 2020 · View creator page →

Creator of

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I think that's due to some checkpoints and goals requiring multiple planets to hit them, though there very well could be a bug we didn't catch. Either way we should have definitely made it clearer how many planets each checkpoint needed to be completed. 

Thanks for the feedback!

Yeah one of my biggest regrets was not making checkpoints/goals clearer, especially since some require multiple bodies to hit them while others only need one. If i work on it in the future I'll definitely add a sort of start-of-level description like poly bridge has. 

I hadn't considered alternatives to grid/non grid position/velocity snapping but it would be super cool if once you placed a body the velocity could snap into place (maybe by holding control or some other button) to the nearest velocity that establishes a stable orbit. And then maybe an alternative grid that is radial rather than rectangular with the origin at the current center of mass of the system, or a given selected body or bodies.

And since you seemed interested in the implementation, I used a method i found described here: https://en.wikipedia.org/wiki/Numerical_model_of_the_Solar_System#Integration, where it seems better than a standard leapfrog integration, but not as expensive as Runge-Kutta. I also calculate all the bodies' updated positions first and then update them all after so that symmetrical setups don't break as quickly.

Looks fantastic! However, when reloading the page, it seems to break the game. Additionally, I seem to die on level 1-5 for no reason. Very cool concept though!

Love the unique take on the theme as well as the visuals! Biggest suggestion would be indicators of which lines can rotate

Love this style of game! Super original and well executed.

Really liked the visuals and concept! Not sure if it's just my computer, but there was a lot of input delay that made dodging enemies difficult

Had a great time with it! Super easy to learn with clever levels.

Very fleshed out mechanics and had very good puzzle design, though faster movement would have been nice

I totally agree with you! I noticed the level finish text thing right before we uploaded but there wasn't enough to to fix it. If I ever go back to it the UI is definitely the fist thing I would tackle though (along with adding an actual tutorial). I also do love all of Sebastian Lague's coding adventures and definitely took some inspiration from them in terms of visuals for the simulation.

Loved it! Very polished all around, and great puzzle design

Loved it! Very unique design and surprisingly detailed environment given the time-frame.

Very fun and I loved the art/animation style! Only wish there were more possible words

Loved the art, amazing sound effects!

Very fun! Enjoyed piecing together the puzzles

11/10, amazing game all around! Only wish there was a non-timed mode so i could mess around more

Loved the environment, wish i could turn the camera though, and had trouble figuring out what to do

Amazing! Extremely detailed and impressive, though a build-in tutorial would have been helpful

Loved it! Very cute story and interesting world

Cool concept and art style! Though I got stuck on level 7 and couldn't figure out what to do

Fun and challenging! Movement feels very satisfying and i loved the music

Controls are a bit wonky, but still very cool, loved the name

Really fun and challenging! loved the art and sounds as well

Was very cute, wish there were more levels :)