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This looks really neat.

Some thoughts:

  • I absolutely adore the parallax effect of the stars. Is it 4 layers in total? It feels great.
  • The camera delay is also perfect for this game.
  • You already mention that the damage to the ship system is in open state. Because of that you can just get the ship on top of the asteroid, destroy it, and collect all the materials without effort :D.
  • I understand what you want to achieve with the controls, but perhaps having the movement mapped to the input direction while adding some inertia to the ship would be more intuitive (if I remember correctly, space rangers 2 did it that way, but it's a long time, may be not :D).
  • The asteroids spawn with very neat spacing with each other, nicely done.

Good job so far! Keep at it!

(+1)

Thanks a lot for trying out my "game" and giving me some comments.

The parallax effect has 6 moving layers and one static background that moves with the camera. I have adapted the parallax effect script from here to basically take a list of layers and animate them based on the number of layers you give to it.
Yes getting inside of the asteroid before it blows up is the most effective way of getting all at the moment. But that will not work when the collision is in :-)
For the movement, I think I have to see how I can adjust it. I like the concept of turning and accelerating/decelerating, but at the moment it feels too sluggish, I see that. It works quite well when you have some movement speed and I like to zoom around, but esp; when you have no speed build-up yet, it feels too slow. One option is to just make it faster, the other is to put it in the "upgrade system" to get better engines. I tend to favor the latter one.
For the asteroid spawning, I use a uniform Poisson disk sampler. It is based on the one from this article, which I adjusted to unity. It works quite well.