You are in space, the land of exploration, wealth and asteroids, well mainly asteroids
Use your cards in hand to place your devices on your spaceship and survive as long as you can
TIP: You can delete devices you already placed by building on top of them
Think you can survive long enough to win? Well probably not, there is no victory per see, but hey the team best score is ~~147~~202 so you sure can try to beat that
PS: SPACE: Spaceship Pilot - Asteroid Collision Escape is not responsible of accident related to clicking on the delete button of a card while another one suddenly appear, thank you for your comprehension
@alpie Thanks! We indeed didn't manage to find the time to add some VFX or others feedbacks but we sure would have loved to For the cat video, you might see new animals if you place more antenna...
@philocode Thanks, I didn't manage to beat Bob highscore either so don't worry too much about it! For the antenna, well you sure can't go wrong with cat videos
I'm truly immersed in this asteroid-filled space adventure! The card-based system adds a unique twist to spaceship management. The unexpected cat gifs brought some delightful surprises. The challenge to beat the high score is enticing. I also appreciate the humor and hints in the game's description. Keep up the great work!
Yo, cool game! I struggled to understand what was happening cause I could really tell what weapons were being affective. But overall nice layout and graphic. nice job!
@steampowered85 Weapons have additional damage on asteroids of the same colors so red (missile) or red asteroids, blue (laser) for blue asteroids and green (flak) for green asteroids
I got 190 asteroids destroyed, gets quite overwhelming at that level and hard to keep up!
If you have a mind to make a post-jam version I could suggest a few minor QoL improvements: - VFX (as others have said) - also possibly SFX - Tooltips if you hover over existing modules, to see their stats/effectiveness - so you know what to replace and whether it's worth it - Possibly relocation of existing modules, so you don't necessarily have to sacrifice existing units if your first placements are blocking later placements; in the same vein, rotation of the modules could be handy for the 2x1 modules - Maybe unlockable extra space - Restart button :P
Overall quite interesting and fairly unique, pretty fun as well.
@destroyertech Thanks for all your feedbacks! Would definitly have loved to implement some of them but yeah we were a bit short on time (especially that fancy restart button that made us realize some part of our game wasn't well coded enough for that 👀)
We didn't consider tooltip at all tho and that would surely have been a great upgrade
I think the idea is great, but unfortunately in it's current state, the game isn't really fun. Due to lack of any vfx, I didnt know what was going on at first, you don't really know if you destroyed an asteroid or your ship got hit unless you keep an eye on the numbers. There is no explanation what is going on, and you are bound to get hit alot by asteroids before you figure out what you are supposed to do on your first round. The card layout is a bit messy too, as you even notice yourself in the description by mentioning accidently deleting some. However, I think this is a solid idea and could be quite fun when you keep working on it. I am pretty sure you don't need some smartarse such as myself to tell you what needs to be done, but I'd like to see a post jam release with all those issues addressed. 😁 Bonus points though for HTML5 release. And for cat videos.
@laserpanzerwal Thanks for your review, lack of VFX indeed was a big issue we noticed but we didn't have anyone for that, we should surely have done something else for that tho because as you said the lack of feedback is terrible
Dealing with Godot UI was quite the experience, hence the card layout pain that we also reworked a bit too late to manage to fix it but I also felt the pain during our last minutes tests!
I don't think there is any plan to continue the game any further, on my side it was more of an experience to learn more of Godot, but we will definitely think more of these sides for our next jam game!
Also the game is too speed to have time to read all of that text. Maybe it is intended, like "players have to get use to it and learn to take the most important information" but it works when player have the time to get use to it. In a ludum dare environment your game has to be crystal clear or only a few people will play it. Well I played it... so it works at least with me.
Well done anyway, nice idea and music, UI in game engine is always a pain in the a i feel you brah.
@kack3y Thanks for your feedback, amount of text is also indeed something we noticed too late since we didn't really pay attention to it in our early tests, but UX is surely another point we need to be more careful of for the next time!
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I was lost for a bit wondering if my guns even do anything, as there is no VFX, but then saw the health numbers go down.
Cat gifs were unexpected, but I don't complain ;D
For the cat video, you might see new animals if you place more antenna...
@philocode Thanks, I didn't manage to beat Bob highscore either so don't worry too much about it! For the antenna, well you sure can't go wrong with cat videos
@steampowered85 Weapons have additional damage on asteroids of the same colors so red (missile) or red asteroids, blue (laser) for blue asteroids and green (flak) for green asteroids
If you have a mind to make a post-jam version I could suggest a few minor QoL improvements:
- VFX (as others have said) - also possibly SFX
- Tooltips if you hover over existing modules, to see their stats/effectiveness - so you know what to replace and whether it's worth it
- Possibly relocation of existing modules, so you don't necessarily have to sacrifice existing units if your first placements are blocking later placements; in the same vein, rotation of the modules could be handy for the 2x1 modules
- Maybe unlockable extra space
- Restart button :P
Overall quite interesting and fairly unique, pretty fun as well.
We didn't consider tooltip at all tho and that would surely have been a great upgrade
The card layout is a bit messy too, as you even notice yourself in the description by mentioning accidently deleting some.
However, I think this is a solid idea and could be quite fun when you keep working on it. I am pretty sure you don't need some smartarse such as myself to tell you what needs to be done, but I'd like to see a post jam release with all those issues addressed. 😁
Bonus points though for HTML5 release. And for cat videos.
Dealing with Godot UI was quite the experience, hence the card layout pain that we also reworked a bit too late to manage to fix it but I also felt the pain during our last minutes tests!
I don't think there is any plan to continue the game any further, on my side it was more of an experience to learn more of Godot, but we will definitely think more of these sides for our next jam game!
Also the game is too speed to have time to read all of that text. Maybe it is intended, like "players have to get use to it and learn to take the most important information" but it works when player have the time to get use to it. In a ludum dare environment your game has to be crystal clear or only a few people will play it. Well I played it... so it works at least with me.
Well done anyway, nice idea and music, UI in game engine is always a pain in the a i feel you brah.