Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Lunar OasisView game page

can you pilot your ship through the lunar caves to reach the oasis?
Submitted by ChAdams (@probecha) — 19 hours, 7 minutes before the deadline
Add to collection

Play game

Lunar Oasis's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#363.6673.667
Overall#483.6883.688
Authenticity (or, Creativity in use of resolution)#494.0834.083
Graphics#663.6673.667
Audio#663.3333.333

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

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Stellar in all respects really, one of my favourite submissions.

Developer

Thanks!

Submitted

Great art. I love destroyable terrain and had a blast!

Developer

Thanks!

Submitted

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.

Developer(+1)

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.

Submitted

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! 

Developer

Thanks!

Submitted

Awesome game! Can't believe this was built in VC++

Loved the look and particle effects.

Developer

Thanks!

Submitted

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!.

Developer

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.