Hey, congratulations on finishing your game! I hope next time you have more time to implement cool features to it.
Here are some two very simple suggestions that can make even a game as simple as yours fun to play: 1- A score: make a counter of how long you have survived. This will give people an incentive to keep playing 2- Ramp up the difficulty - make the number of asteroids depend on the time - the more time passes, more asteroids appear on screen.
1+2 (without changing anything else in your game) will make you a game that can be replayed, and has some challenge value.
Very simple. Nothing spectacular, alright for a while. Would be good on a mobile device though, so maybe that's something you could think about doing with this?
I agree with the other comments and I realise that there may not have been enough time to do everything you had in mind. The game has potential to be fun, but it needs some ramping up of the difficulty and some kind of score at least.
I think you got a good start to do something interesting with this if you choose to. It's simple, but the controls are solid an I could easily see where this could get fun and frantic really fast. Congrats!
I agree with what everybody else already said. Great start, especially for 48 hours, and now you have a foundation to work from.
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I enjoyed this quite a lot - the collision detection could do with some tweaking (I expect you know this of course!) but otherwise I'd have loved to carry on to reach the "desperate but just under control" stage I like on these sorts of panic-inducing games.
I like the style of the graphics. It needs a bit more to do to keep people playing, though - at the moment it's a bit too easy and nothing seems to change.
It wasn't especially fun, probably because there isn't a goal to keep the player playing. You need more enemy variety, a score counter (and because this is a jar it would be simple to make it online high scores :D), and some actual difficulty.
I like how, unlike most dodging games, the player's surface isn't just a flat plane. Also, I notice that, unlike what some commenters have said, the difficulty DOES ramp up. If you've edited the game after the competition was over, for future reference, you're not supposed to do that- if you want to release an improved version of your game after the one that you submitted to the compo, you can add a link to a "post-compo version" (so people know to rate only what you did in 48 hours). That said, I doubt you did anything like that. I'm betting a more likely explanation is that it takes a minute or two for the difficulty to ramp up enough for the player to notice, and most people died or stopped playing by then.
Like everybody else has said, the best thing to do from here is add features to make it more interesting. The highest priority should be either a score or a win condition; something for the player to work towards. If you're having trouble getting stuff done within a short timeframe, I'd recommend looking for a free game engine- they can do a lot of the tedious dirty work for you.
By the way, I noticed the game can also be played by dragging the mouse. Is this intentional? If so, you should note it in the instructions.
Here are some two very simple suggestions that can make even a game as simple as yours fun to play:
1- A score: make a counter of how long you have survived. This will give people an incentive to keep playing
2- Ramp up the difficulty - make the number of asteroids depend on the time - the more time passes, more asteroids appear on screen.
1+2 (without changing anything else in your game) will make you a game that can be replayed, and has some challenge value.
Cheers!