It's hard work Keepin' worlds connected (what with the times, and all) but you're a hard man and/or woman. Cruise around space (Arrow/WSAD), choosing available fares (keyboard 1-4, or mouse). Follow the Radar Guide, go pick up your fare and connect them with a distant world... people sure live in some weiiirrd places, I tells ya.
Arrgh! I've always been terrible at lander games. Personal shortcomings aside, this was a lot of fun. I love the clean look and the music is awesome. A very stylish and polished entry, just as I knew it would be (I still have fond memories of Time Flies).
Great game, well polished, and with a lot of content considering the time limit. A nice take on the theme as well. Very impressive.
Only criticism is that I had a bit of trouble finding the worlds to land on, it would have been good if the radar pointed me in the direction of the pickup.
The music is spot on, 5/5. And the fact that it goes silent on a planet and then comes back is a nice dynamic that somehow serves to reinforce its catchiness.
Thruster noise is excellent (so many games have no sound at all, but even the simplest ones can make a huge difference).
Landing at the right velocity is difficult, but I was never any good at that type of game anyway.. Maybe you could make it more lenient, but then score the player based on how gracefully they land (distance from center, velocity?)
It's a really nice twist on the concept.
A simple idea very well executed, overall very impressive.
Not much to complain about actually.
Maybe you could add more random "events" or opportunities, like maybe when you're at a planet, fares could appear by other pads, and you can go pick up multiple passengers with different destinations. Then the player would be thinking "let me just get this one last passenger.." and risk crashing for a better reward. Something like that.
Good game! I found it really funny for some reason and was almost cracking up out loud. It was very fun to play, but got old quick because it's basically the same mechanic over and over. Some graphics work would be nice too. The music was wonderful though.
It's a well-polished nice little game, with fitting art good sound and great music.
The down side of a simple idea is that it becomes repetitive after a while.
To add a bit more content you could limit fuel in some way (as traditional lunar landers did) or make it cost money. That will make the choice of which fares to take a more interesting one, you might even need to remember where planets are.
Woo! Another game about taxis! But gameplay wise very different.
Please note that you got left/right emission wrong. In reality, if you emit something bottom-left, then a force turns your bottom to the right and you turn counterclock wise and vice versa...
Very fun, and I like the music. Not really sure if I am progressing through the game though, or what my actual goal is. But maybe that doesn't matter, because it is fun :)
I love the idea of space taxi! Unfortunately the momentum controls and slow turning made navigating in space a bit less fun than it could have been.
I'm also bad at lander games, and it was way too easy to kill yourself even on the target platform because you were moving slightly too fast or something. I think if there were less focus on the fiddly lander mechanics and more focus on the taxi dispatch missions and so forth, it could be a lot of fun!
Quite nice lunar landing game. I liked the music, when it played but it felt a little empty at times when it was not playing. It could definitely become something with a little more effects that help give you the feeling of swooshing through space and planets having more individual character. It is a good start though!
Only criticism is that I had a bit of trouble finding the worlds to land on, it would have been good if the radar pointed me in the direction of the pickup.
Thruster noise is excellent (so many games have no sound at all, but even the simplest ones can make a huge difference).
Landing at the right velocity is difficult, but I was never any good at that type of game anyway.. Maybe you could make it more lenient, but then score the player based on how gracefully they land (distance from center, velocity?)
It's a really nice twist on the concept.
A simple idea very well executed, overall very impressive.
Not much to complain about actually.
Maybe you could add more random "events" or opportunities, like maybe when you're at a planet, fares could appear by other pads, and you can go pick up multiple passengers with different destinations. Then the player would be thinking "let me just get this one last passenger.." and risk crashing for a better reward. Something like that.
Overall, good job! :)
The down side of a simple idea is that it becomes repetitive after a while.
To add a bit more content you could limit fuel in some way (as traditional lunar landers did) or make it cost money. That will make the choice of which fares to take a more interesting one, you might even need to remember where planets are.
Great job!
Please note that you got left/right emission wrong. In reality, if you emit something bottom-left, then a force turns your bottom to the right and you turn counterclock wise and vice versa...
I'm also bad at lander games, and it was way too easy to kill yourself even on the target platform because you were moving slightly too fast or something. I think if there were less focus on the fiddly lander mechanics and more focus on the taxi dispatch missions and so forth, it could be a lot of fun!
Ps: My Game should be fixed!
Good audio design, and fun idea. My only criticism is the controls while landing and taking off felt a little sluggish.