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Very clean and well scoped! I love the concept. Graphics are very clean, sound is great, music is great.

When coming up with it, did you have the idea for destructible UI first, and then added a game, or the other way around?

Feedback: From a pure playability standpoint, it would be great if there was a  pause menu and restart button/option. In playing around, shooting all of the controls left me floating and waiting for very slow asteroids to hit me, at which point I had to reset the game.  😂

Would have been great to have had more variety in new waves to move it from concept -> more of a game. I imagine exploring some ideas like defending your movement keys would have been really fun, but I imagine that's likely out of scope.

Overall, really great job! 

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Thanks for playing and for your thoughtful feedback!

We worked on a different idea for most of the jam, then discarded it for not being fun. So, with about 2 days left we turned to this idea and just did as much as we could without crunching. Certainly, there was a lot more we wish we could have done and regret that we didn’t spend the whole time on this idea.

I think both the game and destructible UI ideas were simultaneous. The question was “What can we make in 2 days and how can we connect it to the theme?” An arcade game where you shoot everything including the UI was the answer.

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That's incredible that you got something that tight feeling done in 2 days WITHOUT crunching! How many hours total did you spend on it? Had you all worked on gamejams before?

Great Job!

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This was the third Godot Wild Jam in a row that Musket and I worked on together. I think we were able to divide up development work quite easily. I spent around 9-10 hours each day, so maybe that qualifies as crunching? I didn’t feel pressured–certainly I’ve felt more pressure in past jams, at least. You can read about the dev process we use if you want.

Of course, it depends on experience level, but for me the only 2 challenging bits of coding were how to align collision shapes with the various control nodes at runtime, and how to use an object pool for visual effects. Without vfx object pooling, I saw a lot of the fun explosions being missed and that was just unacceptable. I may have missed some other obvious fix, but that’s the nice thing about tight deadlines–you use the first thing you find that works and don’t worry about it too much. :D

UPDATE: thinking about it, 3 days is a better description–Friday afternoon/evening, Saturday, Sunday until the deadline.

Looking forward to reading more about your team's dev process and checking out Hamsterwell! :)

Game dev is a new hobby, for me, although I've been adjacent to it for some time. For aligning the collisions, are they instantiated dynamically and you're doing a calculation on the viewport size, or are they hard coded?

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I’ll write up the whole destructible UI approach in a day or two as a dev log.

UPDATE: Here’s a dev log with more detail – https://hatmix.itch.io/blasteroids/devlog/770116/how-i-made-destructible-ui-for-blasteroids