Asteroid minerals need harvesting! Pilot your ship and collect as many as you can. But make sure you don't grab more than you can safely fit through the trans-dimensional space gate!!
This game was really fun! One of the best takes on the theme that I have seen so far. It was a very intuitive game to just pick up and start playing. I really only ended up making use of the rotation mechanic in the last space right before the portal to sort of readjust my weird mass of asteroids right before hitting the portal.
@jason-kennedy There is an explosion on the top and bottom gold parts of the gate when you break it. If you get too close to them they break. Sorry it wasn't obvious!
The mechanism perfectly expresses "the more you have, the worse it is". When the number of asteroid gets larger it is so hard to control their shape even with the red balls that can break some of the asteroid.
Games like Katamari Damacy should incorporate this idea to make them more interesting.
The idea has also been executed well. The experience is great.
So for your game, I really like the core mechanic. Seemed like it was easy to accomplish but also hard to master. I was interested when I jumped to a later level and the music picked up a bit. I liked the idea of having to take different kinds of asteroids with you, as well as trying not to destroy the space portal with your payload. The little things like the music, the ship moving slower with the inertia of a larger payload, and the asteroids moving to the background when destroyed really show that you took what little time you had and made the most of it. I would have like to see more levels, maybe a mine that destroyed all of a certain type of asteroid, better art if you had more time obviously. But for the time you were given you used it pretty well. Great job.
I enjoyed the rotation aspect, even though it constantly caught me out while trying to move my pile of asteroids away. The strategic value of the mines literally hit me when I lost half of my asteroids but kept the ones I needed. I accidentally skipped the start of the 2xGold asteroids level and didn't know what I was after until after I failed because I lost all but one asteroid.
After the first level I was expecting a simple difficulty ramp around the number of mines, but level 2 was a very pleasant surprise.
The graphics are nothing to write home about, the style has a nice consistency to it. My only real complaint is your font choice. It's a nice font for a title, but is fairly hard to read for longer strings.
Well done. Nice art and audio. Cool original mechanic. Maybe a little too much randomness. Sometimes upon a retry the level is just too easy. Also it would be good to know how far the space gate is so we can adjust strategy. I enjoyed the "small" gate a lot.
Most of what is in the game is well done and polished so not much to say, except I guess like some said in other comments some UI giving a bit more info about the game state. Also the spaceship and the asteroids look pretty good but the portal feels a bit weak in comparison.
Also if I really want to nitpick, and I'm doing this for all the feedback you gave in your stream (always nice to have ideas on were to improve), the fire trail looks weird when you move a lot verticaly (at the begining at least, it makes a weird square sinusoidal pattern ^_^"). Maybe just making it fade faster would solve that, dunno.
Overall a really good game nicely immplemented, especially when you consider you started late :).
The quantity / placements of the coloured asteroids was just nice for each level, even though the levels are randomly generated (?). Reflects the thought you've put into it while designing the game.
Also thanks to your stream where you explained several design choices you've made in your game and your reasonings for each of them, eg why the end part of each level are bare and only have bombs.
Probably heard this a lot, but I keep forgetting the number of asteroids I needed to collect to win, so maybe a little improvement in UI. Thank you!
Looks like a better version of my LD39 game :-) Liked the save-the-gate mechanic! Found a cheating tactic of staying near the edge when you collected. Also I think it would be nice to have an indicator of like Iron 1/2, Gold 6/3.
Nicely done I did like the decision making a lot and the pace. I felt that the ship was a bit to fast(upwards and downwards) without any rocks, with them it was feeling tight(good). And already mentioned but I would also like stats that tell me how much I got from the needed amount like Iron 1/2, Gold 6/3.
Great music! It reminded me of old arcade games. The only piece of feedback I can think of is that sometimes the bombs spawn too close to some asteroid, it makes it unfair if I'm collecting that asteroid. Keep up the good work!
Fun little game! At first I felt like the music tempo didn't really fit the speed of the ship, but I like how the music changes throughout the playthrough. Really like how the game is clear on what it wants you to do e.g. tells you the gate is *small* so you kind of know what to expect, but I kept forgetting the pickup count, so some small UI or maybe cool shine effect on asteroids when you have the required count.
Also as someone else already mentioned, you can pick up what you need quickly and cheat it by rotating away from the screen, so you don't collide anymore.
Unique concept, and a pretty decent game. Fits the theme really well. Would of been nice if you knew the size of the gate for the level at the start, as getting to the end and then seeing it had changed seems unfair. Maybe showing the gate shrinking and the new size if it changes, before the level starts.
That core mechanic of this is fun and a good fit for the theme. I liked the variation through the levels as well. A restart level button would be a welcome addition. A UI indicator of what you require for the level you're in would also be handy. I didn't find myself needing to rotate very often, so maybe the levels could change direction, or the space gate be at an unusual angle, to force this.
@igorsgames I didn't realize you were the same person that made crazy squirrels for ld 39! I remember reviewing it in stream. MajestyLand is a huge improvement from it in such a short time. Congrats on a great game dude!
@bluemirror The more I see people play it the more I agree with you. Too fast without asteroids attached. I wanted you to really feel zippy and then much heavier when you start getting asteroids. But I think in wanting that to really be a large and noticeable difference in feel the basic speed was a hair too fast.
Very cool idea for a game. Everything about it was very impressive given how late you started. There's not really anything I can say you could do better as far as the core gameplay, just minor nitpicks. The movement felt a little rigid, maybe lerping the movement speed instead of instantly changing it would feel a little smoother. Also, something in the ui to show what you need instead of just in the beginning would be nice. As far as expanding the game, a mode where you need exactly the amount of asteroids indicated instead of at least what's shown could be interesting. This could probably make a nice mobile game.
@mgsx Thanks so much for the kind words! It is great to hear feedback like this because I really worked hard on this submission. I live streamed the whole creation as well.
Comments37
wasn't really clear what exactly would break the portal... broke it 1x, didn't the second, couldn't really tell the difference in what I did.
Great entry!
When the number of asteroid gets larger it is so hard to control their shape even with the red balls that can break some of the asteroid.
Games like Katamari Damacy should incorporate this idea to make them more interesting.
The idea has also been executed well. The experience is great.
So for your game, I really like the core mechanic. Seemed like it was easy to accomplish but also hard to master. I was interested when I jumped to a later level and the music picked up a bit. I liked the idea of having to take different kinds of asteroids with you, as well as trying not to destroy the space portal with your payload. The little things like the music, the ship moving slower with the inertia of a larger payload, and the asteroids moving to the background when destroyed really show that you took what little time you had and made the most of it. I would have like to see more levels, maybe a mine that destroyed all of a certain type of asteroid, better art if you had more time obviously. But for the time you were given you used it pretty well. Great job.
I accidentally skipped the start of the 2xGold asteroids level and didn't know what I was after until after I failed because I lost all but one asteroid.
Quite enjoyed it.
The graphics are nothing to write home about, the style has a nice consistency to it. My only real complaint is your font choice. It's a nice font for a title, but is fairly hard to read for longer strings.
Most of what is in the game is well done and polished so not much to say, except I guess like some said in other comments some UI giving a bit more info about the game state. Also the spaceship and the asteroids look pretty good but the portal feels a bit weak in comparison.
Also if I really want to nitpick, and I'm doing this for all the feedback you gave in your stream (always nice to have ideas on were to improve), the fire trail looks weird when you move a lot verticaly (at the begining at least, it makes a weird square sinusoidal pattern ^_^"). Maybe just making it fade faster would solve that, dunno.
Overall a really good game nicely immplemented, especially when you consider you started late :).
The quantity / placements of the coloured asteroids was just nice for each level, even though the levels are randomly generated (?). Reflects the thought you've put into it while designing the game.
Also thanks to your stream where you explained several design choices you've made in your game and your reasonings for each of them, eg why the end part of each level are bare and only have bombs.
Probably heard this a lot, but I keep forgetting the number of asteroids I needed to collect to win, so maybe a little improvement in UI. Thank you!
I felt that the ship was a bit to fast(upwards and downwards) without any rocks, with them it was feeling tight(good). And already mentioned but I would also like stats that tell me how much I got from the needed amount like Iron 1/2, Gold 6/3.
Also as someone else already mentioned, you can pick up what you need quickly and cheat it by rotating away from the screen, so you don't collide anymore.
Just my 2 cents, thanks for the game!
Idea is very nice : both ability and strategy (and luck sometimes) are required to complete the levels.
that's so funny to accumulating lot of asteroids to make a huge ship !
graphics and music are very cool, very nice job!