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Oarc's Space Delivery Service's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #6 | 3.900 | 3.900 |
Graphics | #8 | 3.600 | 3.600 |
Overall | #8 | 3.450 | 3.450 |
Fun | #8 | 3.700 | 3.700 |
polish | #9 | 3.300 | 3.300 |
Progress | #9 | 3.700 | 3.700 |
Audio | #15 | 2.500 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Devlog (optional)
Didn't see this till later, but essentially this:
https://oarcinae.itch.io/oarcs-space-program/devlog/523567/first-journal-entry-feature-complete
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Comments
Awesome concept and was a lot of fun to play! There's obviously quite a bit to learn but the tutorial was paced well and I didn't run into too much difficulty :) I really loved the art style too, it would have been nice to hear a little more audio but I guess that's already in the works. I thought it'd be cool for example if you could hear wind, birds etc on the planet and then maybe fade them out as you fly into orbit.
Thank you so much for the kind words and feedback! And yes, audio is a big part of my long list of todos, and ambient sounds are definitely on it!
Water has strange lights/shadows when you are in it and driving in turret mode is fun, but if you exit the ship while in turret it's a mess -.-", apart from this I love the game (no need for SAS is GOOOD) the ship speeds always seems to be reasonable so it's always higly controllable.
Mouse controls feel strange expecially because it's not obvious how to roll, keyboard is totally fine, love the idea and hope to play it again (more) and this made me also curious on how the orbit and planet drag is all handled in the backend
Thanks for the comment! Yep I noticed the water weirdness but haven't had time to debug the shader yet. I'll look into that turret mode exit bug thanks! I'm glad you played that far through the game!
Yeah there's no roll control using the mouse controls, I'm not sure it's necessary though (until you're in turret mode). I'm still trying to figure out ways to make it more newbie friendly for those who never played Kerbal and don't know how to use the navball.
The n-body prediction was a fun programming challenge! The atmosphere drag (if that's what you meant by planet drag?) is a very simple scaling force that depends on height relative to the surface and speed of the craft. (Higher altitude and lower speed means less drag).
Iāve played hundreds of hours of games like Kerbal Space Program, Outer Wilds, and Elite Dangerous. This combines what I love about those games into an easier package. Great work on the tutorial so farāit took me to the moon. Keep it up!
Thanks! Did you use the world space UI controls (using the mouse to aim the ship) or did you end up using the WASD keys?
The mouse controls were really novel, but I reached for WASD a few times when clicking would orient me in the opposite direction that I was intending. Mostly it was toward me when I wanted to go further into screen space. Maybe to resolve ambiguities, the orientation favors the camera direction. The target controls (i.e. face, retrograde, etc.) were also very helpful.
Thanks for the response that's very good to know! I suspect it'll be much easier once I setup controller bindings to use one joystick for control and the other to move the camera or something like that.
Woops, posted this comment on the game page and not its jam submission, reposting here:
Awesome, found it hard to control but thats not suprising since I haven't played KSP or any game similar before, seems like it could be a good "chill out" game once you master the controls!
I'm not sure audio is working for me, some good soundtracks would increase playtime for sure :D
I've made a similar 2d version of this game, I'm loving this 3d version!
the gameplay is easy to pick up especially since you have all the orbits and trajectories added.
I would love to see a fully fleshed-out version of this game with fuel management and everything.
Thanks for the comment!
Yep, I actually had a fuel limit implemented previously, but it makes the game a little bit too hard. I might add it as an optional difficulty setting. For new players, running out of fuel gets very frustrating, and it's not a full sim like Kerbal where you can plan your delta-V requirements ahead of time. I'm not 100% decided though and I definitely need to play test it more and see how it goes...
I've never played a game like this, but it was still easy-ish to learn thanks to the good tutorial, awesome job! I wish there was more ambient sounds like wind and scifi boops and beeps hehe or even just a simple music track. Keep working on it, it's great!! Please check out my Hollow Knight inspired Metroidvania game when you have time :D
Oh wow. This is the game I wanted to make! I am making something like this, except in 2D. But this is amazing, just brilliant. I'll try not to steal your ideas :-)
Hah thank you! And steal away, there isn't much original in my game... Mostly "inspired" by KSP and similar games, just miniature and simpler.
This is the best game I played on Itch.io, can't believe that this game is for free, this is the full game or just a prototype ?
Haha wow, thank you! It's still a prototype/demo (no audio, placeholder UI, placeholder models, most content missing). I'd like to finish a v1.0 this year if I can.
Great game! I love the attention to detail in the controls and Ui.
Thank you! UI is hard and I'm still trying to refine the controls.