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Kessler Syndrome's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well does the game fit the themes? | #31 | 3.170 | 4.667 |
Gameplay | #39 | 2.604 | 3.833 |
How well did the game make use of diversifiers? | #40 | 2.038 | 3.000 |
Visuals | #41 | 2.378 | 3.500 |
Overall | #45 | 2.170 | 3.194 |
How much do you enjoy the game overall? | #52 | 2.038 | 3.000 |
Audio | #65 | 0.793 | 1.167 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How much time was taken?
3 hours first build + 3 hours second. Probably not going to do a third one though.
Use of theme?
Chain Reaction, Novel Twist on a Classic Game
Use of diversifiers?
Make a game that can be understood regardless of what language the player speaks!
Did you have fun?
Yes
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Comments
It takes some time to get used to navigation, but the concept if very cool! Nice work!
Hi!
It's a great take on Asteroids. It feels a bit slow though
Really cool concept! Though the orbital mechanics are a bit wonky, I'm super impressed with how well they work, given the short amount of time you had to put this all together. I'd love to see this idea expanded on further. Maybe generate a finite number of satellites and once the ship destroys them all, you get to the next level, which is more of a challenge. Maybe even some hazards like a debris cloud that can damage the ship, and some variety of asteroids, artificial satellites, etc. All in all though, awesome work and I really enjoyed playing it.
I really like the looks and feel of it! I never managed to do this precise orbit calculations so I am curious how you went about doing it. Also it took me a while to realize that you basically move with a thruster so a visual indicator of that such as particles would have been good.
Once finalised, I should probably upload the code for the orbit stuff somewhere. It's not hard per se, just a fair bit of equations to implement:
https://en.wikipedia.org/wiki/Kepler_orbit
The most annoying bit is probably drawing them properly. I use a polyline in Godot; as you can see this default approach tends to produce very ugly looking, segmented orbits for very eccentric ones, but I just managed to fix it with a trick (you won't see this in the game uploaded for the jam, of course, since I can't post updates until the voting ends).
Agree on the propeller. Part of why I didn't do it is that the obvious solution would have been a particle effect, and I was worried that this would be a performance issue since I already use those for explosions and those tend to slow the game down... but I just found out it was actually probably orbital calculations that did that (the code is very inefficient right now!) so sure, I should be able to add that without any issues.
Dude, this is nice idea and realisation. I really love orbit mechanics in space games!
A bit of advice, while there is still some time to the Jam end:
upload HTML5 version, Godot have nice eport template for it, just rename gamename.html file to index.html and turn off "Export with debug" on exporting dialogue window (when you are choosing file location and name). Also Godot supports embeded .pck file exports.
Also, have a nice day =)
Thanks for the comment! Yes, I know how to do the HTML5 version :), I just got sort of demotivated about this as a lot of things didn't go quite as well as I was hoping. There's also some bugs I can't pin down in the physics and orbits drawing. I never made a third build, so you could say I've basically dropped out of the Jam, for what concerns me :D.
I don't want to drop the idea altogether, but I'll pick it up later probably. Just am not satisfied with where I could bring it in just 9 hours.