Stjarna Höfuð by gamebuilder
Game design and coding: @gamebuilder
Music and artwork: @genie
Made using: PixiJS v4, howler.js, jQuery, GIMP, Bosca Ceoil, Bfxr
Postmortem blog post: https://ldjam.com/events/ludum-dare/43/stjarna-hofu/stjarna-hofu-postmortem

NOTE: When first starting out, mana is low and you need to build up speed by holding down one of the WASD keys and heading in a particular direction (ideally toward a yellow or purple star, but this isn’t always necessary). Once you’ve built up speed and eaten a few stars, you can bounce off the edges as in a pinball game — see @mbc's comment below for further details.
| HTML5 (web) | http://www.pub22.net/ld43/ld43/ld43-start.html |
| Original URL | https://ldjam.com/events/ludum-dare/43/stjarna-hofu |
Ratings
| Overall | 1044th | 1.897⭐ | 31🧑⚖️ |
| Fun | 1044th | 1.828⭐ | 31🧑⚖️ |
| Innovation | 1028th | 2.121⭐ | 31🧑⚖️ |
| Theme | 1031th | 1.85⭐ | 32🧑⚖️ |
| Graphics | 958th | 1.833⭐ | 32🧑⚖️ |
| Audio | 655th | 1.741⭐ | 31🧑⚖️ |
| Humor | 866th | 1.652⭐ | 25🧑⚖️ |
| Mood | 973th | 2.19⭐ | 31🧑⚖️ |
| Given | 29🗳️ | 28🗨️ |
@rocketship thanks! I wanted the stars to start off small and slowly grow as they chase the sun. This makes the game a little more challenging and less monotonous. Anyway I'm glad you liked the game.
First of all, the audio was not great. There was a ton of crackling in it can that collection sound got old very fast. Adding some variation and getting rid of that crackling is the key here.
It was way too hard to get the game going. Had to try several times to actually reach a star before the mana ran out. And even after that, if the first start you went for wasn't purple, you were pretty much dead anyway. And the stars were so tiny in the beginning (and Alice's acceleration was so slow) that you pretty much had to take a stab in the dark and hope for the best. But once the momentum picked up it pretty much started playing itself becoming a DVD player screensaver and also impossible to lose anymore. Adding more control to the head and then adding some kind of fail state (maybe crashing into the moon when not big enough) would make it whole lotta better.
Anyways, good job!
Thank you for anticipating. Good luck on next jams.
@mrjakhpil you may be right. With my first two games, a frequent criticism was that they were too easy. I may have made the opposite mistake with this game.
I'm struggling to evaluate your game because it is fundamentally about moving around, but I find it very difficult to actually do so. I tried five or six without apparently having even two stars spawn within a radius that I could collect them before running out of mana. It seems as if you have to collect stars quickly, but also need to plan your trajectory far in advance, with the slow acceleration time. Either option could work, I just don't think that they work in combination.

My strategy :
At the start of the game, you change directions so slowly that it's not really worth aiming at any stars in particular. I found that the player has no max. velocity cap - this means that you can basically accelerate forward forever and keep gaining more and more speed. So when the round starts, just pick any diagonal direction and accelerate in a straight line. The bouncy walls turned out to be very helpful here, because they just change your momentum without slowing you down.
Eventually after you begin to bounce around the screen *very fast*, you will be able to collect tons of stars quickly. After several hundred, you are able to regain some control and you have plenty of time to slow down and collect stars more precisely.
As other reviewers have mentioned, the movement controls are a little difficult. It almost feels like the acceleration has a delay to it, or it follows some sort of quadratic curve. After collecting hundreds of stars, the movement becomes much easier and actually pretty fun to wrestle with!
I was confused by the significance of the 'black sky' zone - It seemed like a punishment for trying to eat the sun while I was too small. However this zone turns out to be super helpful - you can freely build up speed and collect stars without worrying about accidental sun collisions for a while.
One thing I would recommend is making it easier to tell when you are large enough to eat the sun. Any sort of feedback involving color, movement, or even text could work here!
I liked the art's 'paper cutout' feel and the color choices. It would be nice if the sun and the stars were done in the same paper cutout style as the player avatar.
Overall I had fun with this game and trying to figure out how to win or 'break' it.
But in genereal a solid game. Goood Work
Keep going
@genie, the creative artist for this game, made the same suggestion about having an indicator that tells the player when the head is large enough to eat the sun. I think that's a good idea, although making the player use his or her judgment also adds to the challenge a bit. It's something I'll consider implementing if the game is developed further.
Anyway, I'm glad you were able to reach the winning screen. I can't recall ever gaining 1105 mana, I think you set a new record! Thanks for playing.
I managed to not "die" on second try, but then it just became a game of sitting back and watching the head bouncing around, and the screens changing from "day" to "night" and back. I do not know what was going on or why the head ended up shrinking every time the screens changed, but some stars remained enormous! Was it random or am I just missing something?
Besides that, congratulations on finishing a functional game and setting up a relatively complex mechanics!
As for your second question, the moon phase is sort of a "second chance" for Alice if she happens to run into the Sun. It's an opportunity to get more mana and return to the Sun phase. What you need to do in the Sun phase is grow at least twice as big as the Sun, and then eat it as if it were a star. Then you win the game. Admittedly the instructions aren't really clear about it, but that's the goal. The moon phase makes the game a lot less difficult, although it is possible for a skilled player to bypass that phase entirely.
As for the stars, they grow bigger as they age, and eventually die and become the "ghost stars" that you see in the background. These can be eaten during the moon phase, when the ghost head is active.
This is one strategy; perhaps there are better ones. Typically, you just have to play it by ear. You'll get a feel for the game with practice. I'm able to win most games now without even going to the moon phase, if I'm lucky.
The name of the game is Icelandic for "Star Head." The postmortem blog post (the link to which is above in the game description) says more about that. Glad you enjoyed the game!
But for version 2 I request that you go even MORE over the top with the weirdness... changing backgrounds, weird flashing pickups... more craziness!
(Also, JavaScript fan here too - all my Ludum Dare entries are in JS: I love the "write some code, refresh the browser" simplicity of it! Usually I like to roll-my-own engine - like this [from-scratch minecraft WebGl thing](https://mrspeaker.github.io/webgl2-voxels/), but for this Ludum Dare I used Phaser3: it's pretty fun!)
I checked out the WebGI game and was impressed; I wouldn't be able to do something like that from scratch. In any case, I agree that the simplicity of game development using JS makes LD a lot more fun. I will check out Phaser again, I keep hearing good things about it.