This is really fun! This is the best game I've played so far. I really like the modular aspect of building your space ship. Unfortunately, I got so big that the game tried to die on me. But then I just went into super 360 mode and tried killing everything for as long as I could.
The graphics, music, and presentation was also incredible.
Really great fun! Once I got the hang of it it didn't take long for my ship to become a big floppy mess. I didn't know which way was forward, but with so many cannons it didn't matter :).
Really fun once I got the hang of it. Tough to control but that's the idea I guess. The game does crash occasionally when there are a lot of things on the screen.
The game is silly. Fun but sill. Biggest issue is that the game starts to bog down in performance fast. Best way to play is just turn and shoot, collect the parts from aftermath. :D
Nice game and concept. Found it really hard at first, would have liked more time at the start before getting attacked so much. Once you get the hang of it the game is more fun.
Thanks for all the comments and feedback so far! You all have good points. Our defense is the over-used "yeah we know, but Ludum Dare and not enough time to fix everything".
WOW, those mechanics. Could you please zip up the source code so I don't have to use git to get it. Also, can you explain how you made it modular? Is each part an object? How do they attach? This can help me so much!
We used Phaser.js with its built-in P2 physics system. Each component is an individual object (see src/component.ts). We attach them using a LockConstraint, which is supposed to glue them together rigidly, but as you can see it has quite a bit of floppiness. Additionally, we maintain a tree structure of which components are attached to which, so we can control them from the ship's core and detach them correctly* when something blows up.
@dining, aww... I was hoping you wouldn't say that lol. The engine I'm using (Godot Engine) doesn't have a fixed/lock constraint (although it has one that doesn't lock rotation). Thanks anyways, nice job on the game.
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The graphics, music, and presentation was also incredible.
Very very nice work! :)
Very good work.
It became kind of easy to survive, though.
Good job!
please make the play button at the beginning, I have no time to read tutorial.
good work, smells like teen spirit :)
Who knows, maybe we'll clean things up later ;)
We used Phaser.js with its built-in P2 physics system. Each component is an individual object (see src/component.ts). We attach them using a LockConstraint, which is supposed to glue them together rigidly, but as you can see it has quite a bit of floppiness. Additionally, we maintain a tree structure of which components are attached to which, so we can control them from the ship's core and detach them correctly* when something blows up.
If you have more questions, hit me up via @frozenfractal on Twitter or [email protected] on plain old email!
*Mostly correctly. Sometimes something crashes inside Phaser, and we never got to the bottom of why.