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(1 edit)

Visuals are pretty good. I liked the orbital movement mechanical and permanent death. Controls are fine. The issue for me is whenever a celestial body collides with the player,  somehow the orbital system mess up its calculations. This happened two times: sometimes when Saturn's asteroids collide with you and the other when the first planet gets a round 2 additive. Orbital system isn't able to calculate a single path rather it is producing multiple and different paths every single frame even without any input.
A minor fixes may require. Overall the game has potential.

(+1)

Thank you! Orbital display wasn't optimized very well and proves to bet the biggest influence on lag by far. That is something I do plan on changing in the future!

I believe you are calculating path every single frame using player's motion vector regardless of  W or S input. As a result when some solid object pushes the player away it breaks the system. Alternatively you can bind the calculations to W or S input. Path should only be calculated when W or S is pressed.

Do you remember which fight this happened on? For the most part calculations should be tied to moving, getting hit by the planet, and the start of each fight? It may be something I forgot to do for whatever fight it was happening on.

1. For the first Saturn fight, when Saturn throw the large asteroid towards player in high velocity. This one is inconsistent to reproduce.
2. When I defeated the Sun, I was pushed back to the first boss. Now it had a celestial machine around him. At that instance, when the celestial machine pushed me into the planet. My orbital path started glitching out. This one is consistent to reproduce.

(+1)

Thank you! I plan on optimizing the display after the jam, I’ll make sure to look into those two bugs and fix them. Thank you again!!!