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I like the game a lot. My success in the game seems to be very luck based. Sometimes I start and immediately run into a lot of resources and other times I'm traveling for what feels like minutes while only seeing asteroids. I notice that sometimes there are resources below asteroids, maybe I'd find more if they always float above them, although I like the idea that you sometimes need to dance around an enemy and an asteroid while waiting for fuel to come out the other side. Maybe a good future improvement would be some kind of radar to point you to the nearest of each of the three resources - I think that would help reduce some of the random swinginess a lot.

Excellent game. I found it to be very intuitive and a lot of the mechanics (saving gas by using the tractor to fling yourself around asteroids) feel like a natural extension of the tractor function. I've already spent a bunch of time on it and I really like the music.

I'm really glad you liked it, I loved slingshotting through narrow gaps during my testing. A radar was something I considered adding and probably would have if not for the time constraints forcing me to pick my battles. I'm planning on updating the game after the game jam judging period is over to fix a couple bugs and adjust the luck factor downward a bit, so I may also add a couple of the features I had to scrap to meet the deadline. The spawner currently uses a weighted table to randomly select asteroids, aliens, and salvage when spawning things in front of you with the only restraint factor being a cap on the number of aliens that can spawn based on how many repair kits you've collected (capping out at 5 while waiting for the hyperdrive countdown).