Last in Space by kostak
This game is about the impulses, turns and taking into account all possible difficulties on the way to the goal - lifeboat.
The main character is an astronaut in a crashed ship. Fragments of it are in eternal motion, so you are forced to dodge everything that used to be your home. And it all gradually shrinks, leaving you less room for maneuvers.
At the moment, the basic mechanics are realized and the balancing of complexity is conducted.

| Windows | https://yadi.sk/d/i4TG0Mz83a8Tkx |
| Source code | https://yadi.sk/d/7NslgQ3G3aATx2 |
| Original URL | https://ldjam.com/events/ludum-dare/42/last-in-space |
Ratings
| Given | 7🗳️ | 6🗨️ |
The movement felt a little weird at first, but I got hang of it pretty quickly. It feels a lot like mobile movement, but surprisingly works quite well with the mouse. Mostly because then your momentum and click again it resets the speed, so you can stop dead on.
I like the map system, where you decided path in between rooms instead of inside the rooms. Would be nice with more crossroads, and maybe dead ends with pick ups?
Sometimes the trash rotates a little too fast, so you can't react to it, was it auto balancing the rotation / difficulty?
It would also be nice with some music or maybe just ambience?
There's a kind of floating around in dead space feeling to it :)
@ristoretto
I tried 5 variants of movement, but for pc this one came up most. The map was made at the last hour, so it's very simple, sorry :)
The difficulty is balanced automatically - if the player easily passed 3-4 levels, the 5th will be much more difficult, but if he often made mistakes during 4 levels, the 5th will not be much more difficult than the previous ones. This is done specifically, so that it would be extremely difficult for the player to go through it without any mistakes.
With music, everything is difficult for me, so I can only otmazatsya - "in space, the sound does not spread, and therefore no music" or even "here the dead space and debris, what's the music?" :)
@rs11s21n
The "fling" movement mechanic is interesting but I think it's a little unbalanced right now. It's similar to old-school space game trajectory controls but being able to stop instantly gets rid of the challenge from counter-acting your momentum to stop/slow down. It would be interesting to see how it plays out if you preserve momentum through movement actions. I could also super-launch the character by dragging the line from the left side of the screen all the way to right. Having the ability to instant-stop paired with the ability to super-launch across the screen kind of trivialized the game.
In short, I think I was able to beat the game without the intended experience. Balancing the movement mechanic and/or the level design might help!
I like the map concept and the fact that there is an objective. I can imagine this being turned into a exploration game with branching paths and multiple possible objectives.