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What did this game do well?

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The control is quite simple.

I liked the music and the sound effects! It felt really satisfying watching the asteroids grow, and just moving the player and endlessly colliding with asteroids felt nice somehow.

A genuinely (out-of) atmospheric experience. The music + the PCG works really well in creating an environment that feels like bonking your way about in the endless reaches of space!

I like how the initial planets are generated and spread apart and grow over time. It's also really cool to see more things generated as you continue to move!

This game feels fun to play and is a little addictive (for me). Traversing in the space and destroying the asteroids feels smooth and satisfying.

The growth of the asteroid was pretty consistent. I like that the asteroids you already discovered keep growing in size while the asteroids at the edges you just discovered started to grow so each of them grow independent of each other.

Blue noise randomizer works in a cool way generating objects around the player.

It's very cute! It randomizes the asteroids depending on the seed which is cool.

I love the face that it was strategy based with a simulation aspect that marriage made the game feel very deep.

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What could this game have done better?

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This game lacks a specific goal and it seems that there isn't much PCG-related element: simply using some random generator to determine the location and size of objects is not enough.

You could keep zooming out, but the box just stays the same, so it just felt kind of extra being able to do that.

'A couple things. First, this didn't really feel like a game. Experience is a better term for it than game, because there's literally no challenge to it, you just go around bonking things. This isn't nearly as much a criticism as it would be for other weeks, because this is a successful PCG experiment and that is the goal, but I can't help but think a Game Design project should still be a game!

On a more micro-level, there's a whole lot less stuff in space than this experience has, and it should reflect that feeling of vastness instead of bonking into everything. Not literally as vast, of course, the game would be empty if you did that, but there should be a bit more freedom of movement to accelerate and enjoy the experience.'

I'm not really sure what's going on -- part of it feels like you're a space monster consuming planets, but the really relaxing music makes it feel like a really relaxing buffet. I think settling on a tone and taking the consumption mechanic a bit further would be really neat.

This game has the potential to be an actual game instead of an explorer. I'm looking forward to seeing it coming out as a real game.

This game could definitely be fleshed out into a real game as for now you can just eat any asteroids. It would be nice if there is other things other than asteroids or you have to eat the asteroids before they become too big and eventually kill you

Game felt bit out of place. There can be few more elements to make the game more engaging or interesting.

The camera should move with the player. It's kind of hard to figure out which buttons to press depending on which way the player is facing.

The simulation looked so fun that I wanted to play it :)!