Astrosurf by Jimjam
Your planet has been knocked off course by a wayward asteroid, and you'll need to guide it through a series of wormholes to get back to it's orbit. Doing so however, comes at the tremendous cost of your planet's inhabitants.
Controls:
(Hold) left-click behind the planet to propel it
Right-click in front to shoot a vine out
Zoom in and out with "W" and "S"
Controls:
(Hold) left-click behind the planet to propel it
Right-click in front to shoot a vine out
Zoom in and out with "W" and "S"
Ratings
| Coolness | 71% | 3 |
| Overall | 2.97 | 427 |
| Audio | 3.00 | 216 |
| Fun | 2.74 | 468 |
| Graphics | 3.55 | 164 |
| Humor | 2.34 | 365 |
| Innovation | 3.31 | 253 |
| Mood | 2.67 | 437 |
| Theme | 2.94 | 489 |
The tutorial on the righ side is a bit problematic though. I went left first, thus missing it completely.
@omaha: No luck with the browser version? I haven't really looked into linux builds with unity and I'l ask around, but as far as I'm aware it's not a thing. Sorry :/
Haha, I love the golf analogy!
I found there was no advantage or reason to ever be zoomed in, so I held down the zoom out key the entire game.
The black holes are an interesting solution to create level boundaries, but it seemed at first like they were there as a challenge, so I tried to get by them...then I fell off the edge of the universe. Whoops.
Overall, a solid experience, but a little bit too easy - if you had less 'health' (people) it would take a little more strategy to get to the end point, and the vine mechanic would also be more useful.
Thread 0 Crashed:
0 dyld 0x8fe28cba ImageLoaderMachOClassic::initializeLazyStubs(ImageLoader::LinkContext const&) + 270
1 dyld 0x8fe29612 ImageLoaderMachOClassic::doBind(ImageLoader::LinkContext const&, bool) + 52
2 dyld 0x8fe21f68 ImageLoader::recursiveBind(ImageLoader::LinkContext const&, bool) + 134
3 dyld 0x8fe2306d ImageLoader::link(ImageLoader::LinkContext const&, bool, bool, ImageLoader::RPathChain const&) + 213
4 dyld 0x8fe19a92 dyld::link(ImageLoader*, bool, ImageLoader::RPathChain const&) + 127
5 dyld 0x8fe1be91 dyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**) + 1974
6 dyld 0x8fe152ef dyldbootstrap::start(macho_header const*, int, char const**, long, macho_header const*) + 637
7 dyld 0x8fe15063 _dyld_start + 51
On the web version, when I right click to throw a vine, the context menu also pops up, which is kinda annoying.
Hmmm, something that would be very interesting, in keeping with the "killing people to move" theme, would be to keep the population the same from level to level -- so that you don't recover population when you go to the next level!
Then you could have different endings based on your remaining final population.
Thanks for the game!
Otherwise, it's a pretty decent game. Good graphics, and the music / audio sets the mood.
Like everyone else said, can't use the right click on the web version. But I got around that going full screen so no big deal.
You can always tell that people like a game when after they play it, they try to break it. By falling off the edge or getting past the black holes, stuff like that. If they were bored, they wouldn't try it. So take that as a compliment. You had me hooked by rolling my world around in ways you probably didn't intend. ;)
I've been trying to release a small update with: a more practical zoom range, a shift-click option for vine shooting (for the web player), and more suitable population loss/gain system, as well as a few other graphical bits. However, I got caught up working on awesome mini-sim planet orbiting feature, which should be great, but my inner tinker got the better of me and I spent ages making stars look good while exploding. Anyway, I'll put that aside for now and release an update soon!
@Scott Baker: Thanks for your insight! It's very true. I remember trying to drive up mountains in an old racing game - Monster Truck Madness I think - totally ignoring the race track. I may well factor this in when tweaking the planet's movement, but I guess that would be sort of missing the point, because it's about what other people discover with the gameplay. Thanks!