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T4rmyn

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A member registered Feb 18, 2019 · View creator page →

Creator of

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Well, I’m truly sorry if the directions provided in the game weren’t clear enough. The main objective on the gameplay is to fly to each target (planets) and land on them (by reaching them). If you are not successful, by either landing on the wrong planet or ran out of fuel, you can abandon it and recieve upgrades to enhance your ship. Again, I’m sorry if the instructions weren’t clear enough for providing an explanation and thank you for the input.

It’s a nice simple game with a great idea and concept!

While first it’s a little bit hard to wire your brain to do what when donating/keeping/trashing and what actions to do when items come up, after a little while it became a test of reaction and observation, which I must say, quite enjoy! The use of the limitation also is a nice one, as you literally have to lose (trash or donate) to win (or get five stars I guess, since I think getting one star still progress the levels?). Overall, it’s a quite enjoyable game!

This game has a great use of both the theme and the limitation!

I really like that the limitation of the game is ingrained into the gameplay and the concept itself, which is I think really unique! Losing hamburgers to cut off any waste by giving it to customers (during a movie intermission, if I get it right) is a very nice idea to have. Other than that, the issues I have to this game is already discussed much by the previous commenters so I have no need to tell them again. In conclusion, better mechanics and and gameplay could go a long way with this theme and gameplay basis.

This is a very nice game!

The thing I like the most about this is the innovative use of the ‘Losing is good’ limitation (I’m not talking about the upgrades the remaining ships receive, but that itself is already a good enough use). Whether the game is designed to be this I don’t know, but I really like that a ‘lost’ ship just don’t disappear and instead became an invincible target for enemy turrets to shoot at (that is close to it, of course), completely ignoring the remaining ships so you can dash through to the finish line. Even though the gameplay can be sometimes quite simple (I found just dashing to the finish line works most of the time) and can be expanded upon, all in all, good work!

Thank you very much!

I’m glad the gameplay is interesting and fun enough for you. While I was developing the game, I was a little bit worried on the mechanics and the design of the game being either too straightforward or too complicated, but I’m happy the design is good. Also, thanks for the compliments and encouragement!

Thanks for enjoying the game!

Slingshotting the spacecraft as a movement mechanic is one of the things I hope to achieve with the gravitational mechanic I implemented in the game. Glad to see it’s an option!

I think it was very fun!

The core gameplay itself is pretty fun, with the upgrades having a nice addition to reinforce it pretty well (in addition to it being a nice use of the limitation). The effects and the graphics of the game also is pretty nice to look at too. Aside from that, I don’t know if this is a design decision or not, but the player can’t walk while shooting, both introducing a risk/reward system to the shooting (shooting leaving you vulnerable to be shot at, especially by instant lasers) and severely hindering the players movement.

All in all, this is a very good game you’ve created and as the other comments have shown, this has a lot of potential going forward.

Thank you for playing the game and your input!

I’m very glad it was enjoyable! I think from the comments I get from this game (including you of course) there was a need for either a better explanation and tutorial for the mechanics, which is entirely warranted. It’s just with the limitation of the timeframe I think a tutorial would took up the time to implement many other things to be implemented in the game (or maybe I’m just bad at time management, who knows. It’s definitely coming if this game is finished though). It’s the same case with the audio and music too, as I found no time to implement that.

Thank you for playing the game and your input!

I know that a tutorial is pretty much needed for this type of game (and probably clearer objectives too) but I think with this time restriction it’s too long to implement. But, glad to hear that you can figure it out with the little instructions I left it!

Yeah, I didn’t even try to program any network features in my game because figured it would take a ton of work (I also didn’t have any experience in networking stuff, so…). But I would say that the issue was minor enough that it didn’t detract any enjoyment from the game.

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Thank you very much for playing the game!

It’s very true that it is a programmer game :D, I very much found physics and math simulation games like this fascinating. I actually thought during developing this game whether there should be an upgrade for the steering, but I decided against it because I thought increasing it could make the steering too fast. But then I realized I could just limit the upgrades, or adjust the steering real-time during the missions. But by then I was too tired to implement more :). I’d make sure too add it the next time I feel motivated to modify the game (maybe tommorow? It’s very late in the night and I think it’s okay to modify during the voting?).

It’s a very enjoyable game with great sound design and art!

Even though it was a little repetitive and simple (like others have pointed out) the experience was enjoyable nonetheless. The intermission mode is also a great theme/restriction addition provides a risk/reward situation as it can makes you destroy a level in exchange for a half-life. But, there are two issues that I found during the riveting gameplay (I think the hurtbox for the player is too big(?) and immediately pressing the controls out of a death makes the player going in a different direction than the one pressed, I think it stores the direction pressed before the death and applies it to the next movement, regardless of the button pressed). All in all, good game!

Thank you very much for playing the game!

As you said, a LOT of polishing is very much needed for the game if I were to finish this game fully. I do agree the potential for a full game is there though. Nevertheless, thanks a lot for the feedback and thank you for enjoying the game!

Yeah don’t worry, it sometimes happen to the best of us!

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All in all, this is a great game, with great art and mechanics.

Although sometimes hard, the sheer enjoyment of finishing it makes it all the worthwhile. I don’t know if the problems that the other comments are fixed yet, but I can attest to it being beatable. The only (possible?) problem for me is during “The Great Fall”, the run to the first death I think either has a very small window of success or a bug that is fixable by restarting.

Anyways, good job!

Thanks for the clarification, Almost getting me worried there!

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Well thank you for playing!

I think why it seemed to you that it didn’t respond is that the speed is accumulative (for realistic purposes I guess? I’m pretty sure Kerbal Space Program does it the same way), so when you already going to a certain direction and fire up to another direction, the original speed still remains, just added by the new heading and momentum. Another variable that can messed up your speed is the gravity of the planets and the sun, so that could also be a thing (or possibly the fuel ran out. if that’s the case, possibly I have to fix my ui design to show it more clearly).

Or maybe you encountered a bug that I didn’t find or a bug that is right in front of me and I’m blind at looking for it. Anyways, thank you for the comment and possibly a bug report?

It’s a very nice expansion pack to the Classic Rock Paper Scissorstm formula.

For one, the mechanics outside the standard RPS (also is the thumbnail RPC acronym a typo? I’m pretty sure it’s supposed to be RPS, unless it’s supposed to be that way and I’m not engrossed enough in the English lingo as I thought) is a nice addition, especially the combinations the items give after a round.

All in all, nice work!

In short, it’s a wonderfully frustrating game!

Even without the delays and fatigue, the level design is also top notch for bringing a hard golfing experience. For example, with the camera angle in the game, the ramp connecting the I section and N section of the map seemed to be going downwards from the I to the N (even looked that way in the thumbnail!). Color me surprised (and frustrated :)) when it instead went upwards.

The mechanics also bring wonders into the golfing experiencetm. At first, I was a little bit confused with why there’s two option to adjust the direction of the ball (firstly with the mouse and secondly with the swinging thing). But, as the realization set in that it also carry the fatigue mechanic, I was pleasantly surprised.

I’m not sure those two things were intended to be that way, affecting my experience for the better, but both of you did a good job in creating this game!

It’s a neat game (with an artstyle thats’s pretty good) with a good limitation idea, but (seconding yumehiko) the current implementation of it feels a little bit underutilized, like a re-texturing of some rooms could just make it a run-of-the-mill platformer after being aware of the rule in the jump room (I don’t know how but that room got me pretty good the seconds before, during, and after I read the text).

Overall, it’s a pretty neat game with a great concept!