LOST PLANET(oid) by mrnyarlathotep
You are an intergalactic explorer, and you've crash landed on a tiny planet.
Find the stuff to fix your ship, and get home!
A Compo entry I made just in time (again), so some shortcuts were taken!
As with all my LD entries, I'll throw all the assets I made up on OpenGameArt later, because why waste assets, amirite?
Links * Play The Game (WebGL) * Source Code * Screenshots: maybe coming? * Download the Spritesheet
Tools Used: * Unity for muh engine * BFXR for beeps and voooshes * Paint.Net for my pixelart such as it is * The ubiquitous DB32 color pallete to pretend I know what I'm doing * Font used was PRESS START 2P under the Open Font Licence
Known Issues * I have a 'pixel perfect camera' method that can sometimes be broken wide open by using the web player fullscreen button - if you see the entirety of the game map instead of the 'room' you are in, please just refresh the page and hit the fullscreen button after the game has has begun * No player animations as I hit a wall with mecanim and didn't have time to rewrite to use sprite arrays * No music because I always leave that until last and ran out of time :disappointed:
Ratings
| Overall | 396th | 3⭐ | 26🧑⚖️ |
| Fun | 323th | 3.042⭐ | 26🧑⚖️ |
| Innovation | 509th | 2.167⭐ | 26🧑⚖️ |
| Theme | 389th | 3⭐ | 26🧑⚖️ |
| Graphics | 378th | 2.917⭐ | 26🧑⚖️ |
| Audio | 373th | 2.25⭐ | 26🧑⚖️ |
| Humor | 306th | 2.381⭐ | 23🧑⚖️ |
| Mood | 293th | 3.045⭐ | 24🧑⚖️ |
| Given | 30🗳️ | 39🗨️ |
Either way, I was having fun exploring to see what was around - the controls remind me of Smash TV (which I played a lot of on the Megadrive) - so got the hang of it. Just the delay between hitting space and actually firing feels a little bit sluggish?
Well done! Thanks a lot for sharing!
Only other issue I'd say is that it ends rather abruptly, it would make more sense to return to your ship with all the pieces you collected rather than end right away. I never even got to see the top left corner screen because it ended as soon as I entered it (I only had 1 piece left to collect at that point)
Also getting the item on the right was a nice little aha moment.
You already addressed the biggest problems in your known issues.
The shooting doesn't really feel too responsive which i think could be fixed by increasing the speed or adding a small reload meter.
I was also a bit confused when i won by walking to the top left but i guess thats what was meant by escaping.
Thanks for sharing!
Actually, I enjoyed playing the game. The fire button could be tweaked to fire quicker, the strafe feature helped some. I liked how the enemies followed me, even to other screens. I did not like the Southern Desert, though. The design on that scene was slow when returning with the key. If there was some kind of way to bypass the turns coming back, or a way to run, it would be better. The enemy was also able to clip through the wall, not sure if that by design or not, but I did not expect it to nearly hit me when I walked by on the other side of the wall. Game did have an original Zelda style which was cool. Liked the enemy kill sound, too.
Would love a review of our game:
https://ldjam.com/events/ludum-dare/38/super-natural-defense
Overall a very fun game! I couldn't find the last piece of the ship though.
It would had been nice if you included some type of background music to add more to the ambience.
@IDidGame - I think you're right, a little cooldown / power meter would help visually explain the 'shoot cooldown' going on under the hood.
@TacomaBert - yeah, the enemies will _absolutely_ follow you across 'screens', and can float over / through scenery that you can't - I wanted to make them like red heads in RE:Make. if you're within a certain distance, they will unrelentingly chase you, if you're not they'll mosey on back to their spawn
This is not supposed to happen after beating the game.. right? :D

Keep up the great work!
It could have more background and story.
Nice work ;-)
I'd like some kind of level map so I can see where I've been but otherwise I really like it!
Great effort!
The hero is so cute, i'm just a little disappointed for it not being animated but graphics are great !
Enemies fade out in a explosion, so i was expecting here a BOOM instead of a PIUU.
I think ending when you got all items is good (to prevent player to do useless moves back to the vessel), but something like a big rush with enemies spawning and you have to run back to your vessel (or a countdown based on your position when you take the last item) could increase pressure before the end.
Overall, great entry, I had much fun playing it.
Only had some issues due to the long cooldown for shooting and sometimes nearly getting stuck on the edges between two parts of the map and then having to blindly walking random directions hoping to get back ...
Also: is that losing the no claim bonus thing at the supposed to mean something / are there other endings?