Destruction of my enemies / 10. Quite fun. Since you already have asteroid destruction, it'd be really cool if you did that to some of the big enemies as well, like the boss. Could make it like taking off a limb, instead of death.
I was very pleasantly surprised by how pretty this game is. I expected a straight up asteroids clone, but your game is so much more engaging. And pretty - the effects are simplistic, but very fitting and a lot of fun. The carrier ships (both human and alien) are absolutely gorgeous, love them.
I got confused at the start since sideways moving is very slow, almost non-existant - but got used to it quickly. Enemies are tough enough to be a bit of a challenge, but not too hard once you get used to it. Shooting powerup is a REALLY nice touch, and asteroids not damaging you is a blessing - otherwise I woouldn't have been able to complete your game.
I loved it. It's a very nice arcade action that's not coin-munchingly hard and not piss-easy. Just the right amount of challenge.
Oh, and the asteroid breaking effect is very impressive/
Very good, lots of juice for a demo. Great sound effects, the asteroids breaking apart is really neat, and the controls feel solid. Didn't run into any of the jitter that the other comments mention.
Right now the asteroids feel underused, it would be nice to have a reason to break them apart for powerups or health or something. They also don't feel too punishing to crash in to, so the player can just kind of ignore them.
Minor nitpick but it would be nice to have the opening cutscene be skippable on retries.
Yeah I kind of programmed the asteroids because I get side-tracked by vaguely interesting problems, and then realised I didn't have much to do with them, I did consider making it into a mining game also. If I were to expand the game I'd probably use the same code for ablative armour panels on certain enemy types, or for doors in a megastructure dungeon of some kind, etc.
The cutscene is a result of me discovering tweens about 2 weeks before demoday, and there's a ton of signals going on for spawning the ship etc, there is an option to skip the intro in the settings but not during the cutscene itself
This one feels juicy. The asteroids shattering is awesome, but I'm not the biggest fan of the spaceship controls. The gravity shield is super annoying, I'd expect that to be more in the later levels.
It has this pixeljitter effect with the camera movement, maybe you can find anything that helps here https://github.com/godotengine/godot-proposals/discussions/9256 I don't use godot so I cannot tell. Rest assured, the issue also exists in other engines, it's usually tied to smooth (sub-pixel) camera movement and pixel-perfect rendering iirc. It's also part of the reason why I don't use pixel-perfect rendering in my game.
Thanks for playing. The repulsor is tuned so that you can only reliably hit the enemy when closing distance, which is meant to discourage kiting an entire fleet of enemies around the map and instead being a bit more aggressive. But I didn't put too much thought into balance, it is meant to be challenging since it's a very short level.
The pixeljitter issue I've noticed too, and is one reason the star background doesn't move because if it does it's the pixels become very obvious, I will investigate solutions, thanks for the link
I love the way the asteroids shatter apart, it's super satisfying to watch and all the game elements are really clearly readable. Controls are a little tricky, but once I got the hang of it it made sense. The sense of speed with the movement is also fun, weaving between the asteroids and doing drive-by shooting of triangles is a blast.
I encountered a slight jitter effect with the ship when I started, but it seemed to stop after a few seconds, not sure why.
P.S. I was the guy who asked you to put the bullets under the ship, thanks for doing that lol
Thanks for playing and giving reasonable criticisms. I've never encountered the crackling audio but I've heard it's an issue with Godot that should be fixed so maybe I need to upgrade
I hadn't seen this jitter before, but if I agro the entire map it starts happening for me too, so must be performance issues. I'll see if I can do anything about it.
i'm not so sure that it's performance related because i get a different kind of lag when in a large firefight. if i had to guess it would be related to the camera and the player ship. the gif i sent was moments after getting off the carrier ship (hence the white flash) and i had no aggro. good luck finding the bug!
I can't reproduce the jitter reliably on my machine. Someone in the thread said it might be a Godot problem where the physics step is out of sync with the idle step and that Godot 4.3 will fix this... In the meantime I've uploaded a new build which caps at 60fps, if you could let me know if that solves the issue that'd be great.
no, it's still there. i notice that the jittering stops when i start dropping frames from being in a big fight, though, but i don't think that's new to the 1.1 version. i do have a pretty weak PC, so you'd probably want a bigger sample size to see if it doesn't happen to anyone else
Damn. I removed the fps limit because the whole screen started stuttering for me, but only when I had my screen recording software open, which is weird. Also made it fullscreen, maybe that'll help? Thanks anyway
Comments
Destruction of my enemies / 10. Quite fun. Since you already have asteroid destruction, it'd be really cool if you did that to some of the big enemies as well, like the boss. Could make it like taking off a limb, instead of death.
I was very pleasantly surprised by how pretty this game is. I expected a straight up asteroids clone, but your game is so much more engaging. And pretty - the effects are simplistic, but very fitting and a lot of fun. The carrier ships (both human and alien) are absolutely gorgeous, love them.
I got confused at the start since sideways moving is very slow, almost non-existant - but got used to it quickly. Enemies are tough enough to be a bit of a challenge, but not too hard once you get used to it. Shooting powerup is a REALLY nice touch, and asteroids not damaging you is a blessing - otherwise I woouldn't have been able to complete your game.
I loved it. It's a very nice arcade action that's not coin-munchingly hard and not piss-easy. Just the right amount of challenge.
Oh, and the asteroid breaking effect is very impressive/
Thanks, I'm glad you liked it. And I much appreciated the stream too
Very good, lots of juice for a demo. Great sound effects, the asteroids breaking apart is really neat, and the controls feel solid. Didn't run into any of the jitter that the other comments mention.
Right now the asteroids feel underused, it would be nice to have a reason to break them apart for powerups or health or something. They also don't feel too punishing to crash in to, so the player can just kind of ignore them.
Minor nitpick but it would be nice to have the opening cutscene be skippable on retries.
Glad you liked it.
Yeah I kind of programmed the asteroids because I get side-tracked by vaguely interesting problems, and then realised I didn't have much to do with them, I did consider making it into a mining game also. If I were to expand the game I'd probably use the same code for ablative armour panels on certain enemy types, or for doors in a megastructure dungeon of some kind, etc.
The cutscene is a result of me discovering tweens about 2 weeks before demoday, and there's a ton of signals going on for spawning the ship etc, there is an option to skip the intro in the settings but not during the cutscene itself
This one feels juicy. The asteroids shattering is awesome, but I'm not the biggest fan of the spaceship controls. The gravity shield is super annoying, I'd expect that to be more in the later levels.
It has this pixeljitter effect with the camera movement, maybe you can find anything that helps here https://github.com/godotengine/godot-proposals/discussions/9256 I don't use godot so I cannot tell. Rest assured, the issue also exists in other engines, it's usually tied to smooth (sub-pixel) camera movement and pixel-perfect rendering iirc. It's also part of the reason why I don't use pixel-perfect rendering in my game.
Thanks for playing. The repulsor is tuned so that you can only reliably hit the enemy when closing distance, which is meant to discourage kiting an entire fleet of enemies around the map and instead being a bit more aggressive. But I didn't put too much thought into balance, it is meant to be challenging since it's a very short level.
The pixeljitter issue I've noticed too, and is one reason the star background doesn't move because if it does it's the pixels become very obvious, I will investigate solutions, thanks for the link
I love the way the asteroids shatter apart, it's super satisfying to watch and all the game elements are really clearly readable. Controls are a little tricky, but once I got the hang of it it made sense. The sense of speed with the movement is also fun, weaving between the asteroids and doing drive-by shooting of triangles is a blast.
I encountered a slight jitter effect with the ship when I started, but it seemed to stop after a few seconds, not sure why.
P.S. I was the guy who asked you to put the bullets under the ship, thanks for doing that lol
Thanks glad you liked it. And the projectile thing was one of those little details that I probably would have forgot about if you hadn't asked for it
Thanks for playing and giving reasonable criticisms. I've never encountered the crackling audio but I've heard it's an issue with Godot that should be fixed so maybe I need to upgrade
https://www.twitch.tv/videos/2136339811
Awesome, thanks for playing
Absolutely love asteroid-hitting sound!
Please make the cutscene skippable and add pause when menu is opened
You can set the cutscene to skip in the settings, but not currently while it's playing... and I meant to add menu pause but completely forgot
i heard you wanted to drop this, which is a shame because it seems like the polished foundation of something that could be good
i'd add more effects to indicate taking damage when the player is hit and something more active to do for health to regenerate other than waiting
Thanks.
I hadn't seen this jitter before, but if I agro the entire map it starts happening for me too, so must be performance issues. I'll see if I can do anything about it.
i'm not so sure that it's performance related because i get a different kind of lag when in a large firefight. if i had to guess it would be related to the camera and the player ship. the gif i sent was moments after getting off the carrier ship (hence the white flash) and i had no aggro. good luck finding the bug!
I can't reproduce the jitter reliably on my machine. Someone in the thread said it might be a Godot problem where the physics step is out of sync with the idle step and that Godot 4.3 will fix this... In the meantime I've uploaded a new build which caps at 60fps, if you could let me know if that solves the issue that'd be great.
no, it's still there. i notice that the jittering stops when i start dropping frames from being in a big fight, though, but i don't think that's new to the 1.1 version. i do have a pretty weak PC, so you'd probably want a bigger sample size to see if it doesn't happen to anyone else
Damn. I removed the fps limit because the whole screen started stuttering for me, but only when I had my screen recording software open, which is weird. Also made it fullscreen, maybe that'll help? Thanks anyway
simple mechanics and hard to master.
i enjoy a lot the aesthetic and sound effects, and the destruction physics for the asteroids are the cherry on top
i have noticed some kind of graphical "jitter" when i move my ship, is it intentional?
Glad you liked the destruction physics. I'll see if I can do anything about the jitter