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Controls Are Unresponsive, Captain's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #2267 | 2.704 | 2.704 |
Presentation | #2348 | 2.889 | 2.889 |
Overall | #2583 | 2.704 | 2.704 |
Originality | #2765 | 2.815 | 2.815 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Getting damaged causes you to lose one of your controls.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
I wish the controls were a little bit more slippery -- take a look at the original Asteroids to see how they handle inertia and player movement.
As it stands, the game feels a bit too easy -- I only ended up losing controls because I flew my ship into an asteroid on purpose. There are a few ways you could go about adjusting the difficulty:
I would also encourage you to make sure your UI scales properly: It took me a bit to notice the elements in the bottom corners: consider moving them to the top of the screen, since I think players' eyes are more naturally drawn there in arcade games.
But considering the time constraint, y'all made an excellent foundation for a really fun game. Keep up the good work!
Thank you for the detailed feedback! I hadn't considered making the controls looser, giving turns inertia would be the first thing to try I think. It could result in a much more interesting experience and it would have fit the theme better.
Unfortunately I wasn't able to find a playable version of the original old Asteroids game online. I had to settle for some similar games for my inspiration. I probably could have had I looked harder, but I didn't want to sort through the other 100 games that decided to name themselves Asteroids.
Difficulty is definitely something to be improved on. I agree that it is much too easy as it stands. I had planned to increase asteroid spawning or speed with time, but when combined with the added difficulty when you lose a control I felt it would lead to an exponential difficulty curve. While thinking of how to adjust spawning to account for parts lost I forgot about it entirely and ran out of time to add it.
This is a nice take on Asteroids with the theme of the jam, it would be nice to give some controll at a point because when you do not have thrusters and lasers you just sit there and you often have to wait to die or restart which can be a bit anoying
Indeed, being crippled by losing both thruster and laser is quite a problem. I considered both time based and pickup based repairs, but felt it might make it too easy to survive. I did however tweak the probabilities of which part gets damaged so you're not as likely to lose both your thruster and laser with other parts still remaining.
I enjoyed playing this game but once you use all of your controls you just kinda sit there :'D. You could experiment with giving the player a control back once they destroy enough asteriods to keep the game going? Still well made and fun to play though!
I like how this fit the theme. I'd maybe consider zooming the camera out slightly, or adding some stars in the background as it's hard to tell if you're actually moving sometimes.
I really like the idea of zooming the camera out to convey motion, I hadn't thought of that. I considered having stars for a point of reference, but I wasn't sure how to fit them into the art style. Having a little thruster effect would have been ideal as well. Thanks for the feedback!
What a great take on the "Asteroid" genre! I appreciate how you matched the aesthetics to that of the old arcade game while incorporating the theme of the jam!
Thank you for your feedback! I'm so happy to hear you enjoyed it!