Thank you! I had a lot of fun writing the story and designing the game mechanic.
David Figatner
Creator of
Recent community posts
Thanks for the useful feedback! Yeah, I probably went a bit overboard on the levels. I ended up making enough levels to tell the story, but I also found it a bit long.
I did have another concept I wanted to add where you rescue people stuck on the moon before destroying it. The goal would have been to avoid destroying the people blocks until they were on the outside of the moon so they could be rescued. But I ended up shelving it since the AI solver became too complex.
Thanks! It's funny that you say that because originally, the game worked by only shooting the edges of the moon. When you moved, the laser would point at the exterior block that was closest to the pointer. Changing it to allow firing anywhere on the moon increased the possibilities (and difficulty of the computer solver) but was somehow more satisfying. I did think of it as 2d flat space originally, though :)
That's my strategy as well! But it can be solved with human strategy (or a dumb computer with a lot of time--see the solver code: https://github.com/davidfig/moonshot/tree/main/solver).