Thanks! It looks like i only have an evening or two a week to work on it, so it might take a while.
Wrzlprnft
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Currently planning what's going into the after-jam-version :D
That idea about the ring unlocking is pretty neat. perhaps separate levels, perhaps in level progression.
The different turret prices were a last minute (as in last 30 Minutes) addition, so, uh, yeah. That definitly needs to be improved. Especially if i'd introduce different turret types, or price scaling per slot used on ring or something.
So, thank you! feel free to post any other ideas you have as well.
The "secret" is to wait to place a turret until you see the first astroid, and then be a little lucky with the spawn so that you can manipulate the turret rotation until you get enough credits for the second turret without loosing too much health.
But once you get ahead of the curve, it immediatly becomes to easy and you can fill every slot on the station.
So, yeah, balancing is definitly an issue. In general the entire game is a bit... unwieldy when it comes to the user experience.
Yeah, the "-1" bug was a '==' instead of an '<='.... already fixed on my local copy of the game :D
So, thank you! i do currently evaluate what i can do/fix/add with little effort, and what needs more effort. Plan is to at least adress the balancing issues with the current setup after the jam.
Thank you!
And thank you for all the ideas. Currently i am compiling a list of ideas, and i hope to put up some sort of roadmap of things i can do with the source code as is, and things that i would want to do and how i'd need to change the source code for that. So, if ya have anything else, feel free to post here!
Yeah, like the first half a minute where you actually have to adjust the rings is what I wanted it to be. But being solo this Gamejam meant that i just did not have the time to do more game design beyond that. But it's definitely an entry where I do want to add a few things post jam ... If i can find the time.
Thank you!
yeah, the beginning having to manage the turret rotation is the part i am most satisfied by how it plays... Then it all just ramps up way to quickly to the top end of filled slots and spawn rate maxing out.
If i add to this, I'll definitely look into more things to slow tower placement down and make positioning relevant for longer.
Edit. Also, big thank you!
The "fly a circle to reload" is a genius way to incorporate the theme. Over all quite polished game, though i could see it getting a bit samey and/or frustrating over time, since it is at times quite hard to line up shots. There is a lot though one could do to take this further. Different planes with different strengths and weaknesses like sidegunners, or a radar, or speed or... see? it already gets me thinking about its potential :D
Well done.
Thank you!
The turrets always target the rock closest to the space station itself. Did not have the time to put a proper behavior GUI, so i stuck with what i assumed would be the default. The start definitely requires some luck, most times you take 2 to 3 damage as it is right now.
Though, changing the rotation speed of the rings is an integral part, so i lean more towards making the meteor spawn smarter instead of totally random, so the player is not punished by randomness.
Very responsive controls and rotation. There are two stages to playing a level, figuring out where to go, and then executing going there with a bunch of tricky jumps and rotations. Unfortunately i am not very good at the latter, so i can't really judge how much there is, but from what i've seen it is a well designed platformer. Good job.
Thank you!
If you die, the turrets actually stay on the station until you restart, so you see them in the menu shot in between. It was the most fun thing to make in the whole jam :D
I agree, it needs more content to be a proper game, but perhaps ill find the time to continue working on it post ratings.
... it's not a 100% reproducible thing, more of being lucky with the timing of the demise that leads to being invincible :D
Glad you liked it, though it will depend on whether I find the motivation to clean the codebase up as this is on the messier side of the spectrum as i valued sleep over crunch and almost ran out of time.