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Lunar Oasis's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #36 | 3.667 | 3.667 |
Overall | #48 | 3.688 | 3.688 |
Authenticity (or, Creativity in use of resolution) | #49 | 4.083 | 4.083 |
Graphics | #66 | 3.667 | 3.667 |
Audio | #66 | 3.333 | 3.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Tools
Visual C++ 2015, SFML 2.6, Aseprite, Audacity, Renoise, BFXR
Lessons
Start on time next time
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Comments
Stellar in all respects really, one of my favourite submissions.
Thanks!
Great art. I love destroyable terrain and had a blast!
Thanks!
The game is cool in many ways, but I especially get a kick out of the destructible terrain. I can imagine how much work it took to make it with SFML, but the result was worth it.
Thanks! I went with C++ & SFML mainly because I wanted the particle system to be efficient without needing to multi thread it or run it on the GPU.
This was one of my favorite entries so far! The level art was stunning and it really had the "one more try" affect! Well done!
Thanks!
Awesome game! Can't believe this was built in VC++
Loved the look and particle effects.
Thanks!
I’m curious to know more about how the terrain visuals were created, they look really unique and cool. Love the color palette and overall aesthetic on this.
The particle effects are so satisfying too.
Nice work!.
Thanks, the source for the terrain system is up here: https://github.com/chadams77/LunarOasis/blob/main/main.cpp#L802 (line 802-914). Basically the levels are stored as a 64x64 grids of numbers, which on level start is turned into a 512x512 height map by randomly applying depth sprites for various sizes of rocks such that empty parts of the grid are not filled, then a 64x64 window is rendered every frame and some basic lighting is calculated and the terrain is shaded. For destruction the heightmap is modified in real-time.